Computer Games as a Sociocultural Phenomenon Games Without Frontiers – War Without Tears 1st Edition by A Jahn Sudmann – Ebook PDF Instant Download/Delivery. 023058330X, 9780230583306
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Product details:
ISBN 10: 023058330X
ISBN 13: 9780230583306
Author: A Jahn Sudmann
Internationally renowned media and literature scholars, social scientists, game designers and artists explore the cultural potential of computer games in this rich anthology, which introduces the latest approaches in the central fields of game studies and provides an extensive survey of contemporary game culture.
Computer Games as a Sociocultural Phenomenon Games Without Frontiers – War Without Tears 1st Table of contents:
Part I: Game Design and Aesthetics
1 The Aesthetic Vocabulary of Video Games
2 Can Games Get Real? A Closer Look at ‘Documentary’ Digital Games
3 Emotional Design of Computer Games and Fiction Films
4 ‘Applied Game Theory’: Innovation, Diversity, Experimentation in Contemporary Game Design
Part II: Space and Time
5 There and Back Again: Reuse, Signifiers and Consistency in Created Game Spaces
6 Another Bricolage in the Wall: Deleuze and Teenage Alienation
Part III: War and Violence
7 Programming Violence: Language and the Making of Interactive Media
8 Impotence and Agency: Computer Games as a Post-9/11 Battlefield
9 S(t)imulating War: From Early Films to Military Games
Part IV: Ethics and Morality
10 Player in Fabula: Ethics of Interaction as Semiotic Negotiation Between Authorship and Readership
11 ‘Moral Management’: Dealing with Moral Concerns to Maintain Enjoyment of Violent Video Games
12 Beyond Good and Evil: The Inhuman Ethics of Redemption and Bloodlines
Part V: Politics and Ideology
13 Preconscious Apocalypse: The Failure of Capitalism in Computer Games
14 Borders and Bodies in City of Heroes: (Re)imaging American Identity Post 9/11
15 Anti-PC Games: Exploring Articulations of the Politically Incorrect in GTA San Andreas
16 Strip – Shift – Impose – Recycle – Overload – Spill – Breakout – Abuse. Artists’ (M
Part VI: Computer Game Play(ers) and Cultural Identities
17 Presence-Play: The Hauntology of the Computer Game
18 Negotiating Online Computer Games in East Asia: Manufacturing Asian MMORPGs and Marketing ‘Asiann
19 Teenage Girls ‘Play House’: The Cyber-drama of The Sims
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