• Produktbild: Game Invaders
  • Produktbild: Game Invaders

Game Invaders The Theory and Understanding of Computer Games

77,99 €

inkl. gesetzl. MwSt., Versandkostenfrei


Beschreibung

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

10.07.2012

Verlag

John Wiley & Sons Inc

Seitenzahl

240

Maße (L/B/H)

23,1/15,5/2,3 cm

Gewicht

408 g

Auflage

1. Auflage

Sprache

Englisch

ISBN

978-0-470-59718-7

Beschreibung

Rezension

"Intermediate game designers and students wishing to analyze video games will find this a helpful resource. Summing Up: Recommended. Upper-division undergraduates and graduate students in game design and related programs, researchers/faculty, and professionals/practitioners." ( Choice , 1 June 2013)

"Overall, Game Invadersis both a useful and needed theoretical handbook for undergraduate students interested in thinking rigorously about computer games or for game designers who need a stronger theoretical foundation moored in agency and interaction." ( International Journal of Communication , 1 May 2013)

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

10.07.2012

Verlag

John Wiley & Sons Inc

Seitenzahl

240

Maße (L/B/H)

23,1/15,5/2,3 cm

Gewicht

408 g

Auflage

1. Auflage

Sprache

Englisch

ISBN

978-0-470-59718-7

Herstelleradresse

Libri GmbH
Europaallee 1
36244 Bad Hersfeld
DE

Email: gpsr@libri.de

Kundinnen und Kunden meinen

0 Bewertungen

Informationen zu Bewertungen

Zur Abgabe einer Bewertung ist eine Anmeldung im Konto notwendig. Die Authentizität der Bewertungen wird von uns nicht überprüft. Wir behalten uns vor, Bewertungstexte, die unseren Richtlinien widersprechen, entsprechend zu kürzen oder zu löschen.

Die Bewertungen sind nach Format, Anzahl Sterne und Datum sortiert.

Verfassen Sie die erste Bewertung zu diesem Artikel

Helfen Sie anderen Kund*innen durch Ihre Meinung

Kundinnen und Kunden meinen

0 Bewertungen filtern

Die Leseprobe wird geladen.
  • Produktbild: Game Invaders
  • Produktbild: Game Invaders
  • Preface ix

    Abbreviations xi

    Part I Why Do People Play Games?

    1. You Are the One 3

    Tools to Think With 5

    Getting Started 8

    Summary 12

    2. Genre 13

    What Are Genres? 14

    What Are Genres For? 16

    Genre Maps 18

    Computer Game Genres 19

    A Theory of Computer Game Genres 21

    Summary 25

    Further Reading and Tasks 26

    3. Activity 29

    The Story of Activity Groups 29

    An Overview of Activity Profiles 33

    Three Driving Games 35

    Calculating Genres 38

    Summary 43

    Tasks 44

    4. Pleasure 45

    Aesthetics and Computer Games 47

    Spacewar 51

    Zork 52

    Pac-Man 56

    Comparative Aesthetics 57

    Summary 59

    Tasks 60

    5. Two Rail-Shooters 61

    Star Fox and Rez 61

    Activity Profiling and Genre Theory 63

    Applying Aesthetic Theory 65

    The Method of Game Analysis 67

    Tetsuya Mizuguchi, Rez, and Beyond 67

    Summary 69

    Further Reading and Tasks 70

    6. Why Don't People Play Games 71

    What Do We Mean by Games? 72

    Resident Evil 73

    Why Not Ask the Players? 75

    Emotional Models of Play 76

    Player Types 79

    Demographic Research 81

    Why Don't People Play Games? 82

    Conclusions 83

    Part II What Is a Game?

    7. Just an Ordinary Day 87

    The Glass Vial 89

    Unrealisms 90

    Perceptual Opportunities 91

    Sureties 92

    Surprises 93

    Attractors 93

    Connectors 95

    Rewards 97

    Getting It All Together in SinCity 99

    Perceptual Mapping in SinCity 100

    AS-OceanFloor 103

    Summary 108

    Further Reading and Tasks 109

    8. Big Bad Streets 111

    Driver School 111

    Sureties 113

    Surprises 114

    Driver and SinCity Comparisons 119

    Summary 122

    Further Reading and Tasks 123

    9. Time to Visit Yokosuka 125

    Shenmue 125

    Genre and Activity Profile 126

    Aesthetics 128

    Shenmue POs 129

    PSAS and Cut Scenes 131

    Interactive Storytelling? 133

    And On With General Aesthetics 134

    Summary 135

    Further Reading and Tasks 137

    10. Meaning What? 139

    Semiotics and Signs 140

    Pac-Man's Signs 143

    Icons, Indexes, and Symbols 144

    Denotation, Connotation, and Myth 146

    Syntagms and Paradigms 148

    Codes 151

    Making Up Pac-Man 154

    Filling Gaps 155

    Summary 159

    Further Reading and Tasks 161

    11. All Work and Play 163

    The Work of Meaning 164

    Signs of Interaction 167

    The Mechanics of Interaction 170

    The Inside-Out Code 176

    Where Is the Player? 178

    Summary 180

    Further Reading and Tasks 181

    12. Big Game Hunting 183

    Semiosphere 183

    The Code of Interaction 185

    The Myth of Interaction 189

    What Is a Game? 191

    How Do You Get Out of Here? 192

    Big Game Hunting 194

    Glossary 197

    List of Games 203

    Bibliography 205

    Index 207