An Introduction to Game Studies 1st edition by Frans Mäyrä – Ebook PDF Instant Download/DeliveryISBN: 1473902924, 9781473902923
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ISBN-10 : 1473902924
ISBN-13 : 9781473902923
Author : Frans Mäyrä
An Introduction to Game Studies is the first introductory textbook for students of game studies. It provides a conceptual overview of the cultural, social and economic significance of computer and video games and traces the history of game culture and the emergence of game studies as a field of research. Key concepts and theories are illustrated with discussion of games taken from different historical phases of game culture. Progressing from the simple, yet engaging gameplay of Pong and text-based adventure games to the complex virtual worlds of contemporary online games, the book guides students towards analytical appreciation and critical engagement with gaming and game studies.
An Introduction to Game Studies 1st Table of contents:
1 Introduction: what is game studies?
Making sense of games
A (very) short history of game studies
Summary and conclusions
Suggested further reading
Orientation assignment: Personal game history
Notes
2 Game culture: meaning in games
Games as cultural systems
Game cultures as subcultures
Summary and conclusions
Suggested further reading
Assignment: Game culture survey
3 Play and games in history
Writing for game history
Defining games
Prehistory of games
Study of play in culture
Summary and conclusions
Suggested further reading
Assignment: Remediation of a non-digital game
4 Dual structure and the action games of the 1970s
Digital games as multi-layered meaning-making systems
How to define a ‘classic’?
Three decades of digital games: The rise of modern information society
Games in the 1970s: Learning the lexicon
Pong (1972): Introducing enjoyable core gameplay
Significance in gaming devices
Space invaders (1978) and the playability of a shooter
Summary and conclusions
Suggested further reading
Assignments on early digital games
5 Adventures and other fiction in the 1980s’ games
Games and culture in the 1980s
Pac-Man (1980) and digital game as pop culture
Donkey Kong (1981), the rise of interactive story-worlds
Text adventures and the evolution of computer role-playing games
Ultima IV: Quest of the Avatar (1985) and games’ thematic depth
Summary and conclusions
Suggested further reading
Assignments on diversifying game cultures
Notes
6 Three-dimensionality and the early 1990s
Debating games in the 1990s
Meaningful audiovisual technology?
Civilization (1991): Ideological simulation or just strategic play?
Doom (1993): Controversy, immersion and player-created mod culture
Summary and conclusions
Suggested further reading
Assignments on 3D and turn-taking
7 The real and the game: game culture entering the new millennium
Games as worlds, the world as a game
The growth of online games
EverQuest (1999) World of Warcraft (2004) and other virtual worlds
Multimodal and pervasive games
Summary and conclusions
Suggested further reading
Assignments on mixed reality and multiplayer games
8 Preparing for a game studies project
Learning to ask
Selecting and building the toolbox of methods
Humanities methods
Social sciences methods
Design research methods
Game playing as a method
Writing for an audience
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