Computer Games: Text, Narrative and Play
Polity, Mar 31, 2006 - Computers - 210 pages
Computer games are one of the most exciting and rapidly evolving media of our time. Revenues from console and computer games have now overtaken those from Hollywood movies; and online gaming is one of the fastest-growing areas of the internet. Games are no longer just kids' stuff: the majority of players are now adults, and the market is constantly broadening. The visual style of games has become increasingly sophisticated, and the complexities of game-play are ever more challenging. Meanwhile, the iconography and generic forms of games are increasingly influencing a whole range of other media, from films and television to books and toys.
This book provides a systematic, comprehensive introduction to the analysis of computer and video games. It introduces key concepts and approaches drawn from literary, film and media theory in an accessible and concrete manner; and it tests their use and relevance by applying them to a small but representative selection of role-playing and action-adventure games. It combines methods of textual analysis and audience research, showing how the combination of such methods can give a more complete picture of these playable texts and the fan cultures they generate. Clearly written and engaging, it will be a key text for students in the field and for all those with an interest in taking games seriously.
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Review: Computer Games: Text, Narrative and PlayUser Review - Summer - Goodreads
Semiotics, ludic theory, narrative, etc. What makes this really stand out as a book of Video Game Theory is that it's not only the first one I've read that talks significantly about the vast ... Read full review
Review: Computer Games: Text, Narrative and PlayUser Review - Ryan - Goodreads
If you like semiotics, you'll love this book. This was written by three of my professors! Read full review
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citeulike: Computer Games: Text, Narrative And Play
TY - BOOK ID - citeulike:419121 TI - Computer Games: Text, Narrative And Play PB - Blackwell Pub SN - 074563401X N2 - * A major new introduction to a ...
www.citeulike.org/ user/ yish/ article/ 419121
Book - Diane Carr, Andrew Burn, Gareth Schott, David Buckingham ...
'Computer Games: Text, Narrative and Play will be valuable for teachers and students who want to familiaize themselves with the core concepts and important ...
London Knowledge Lab - Computer Games: Text, Narrative and Play
London Knowledge Lab :: exploring the future of learning with digital technologies
www.lkl.ac.uk/ cms/ index.php?option=com_content&
New Media & Society
alongside Computer Games:Text, Narrative and Play (2006). In this jointly. authored book, Carr, Buckingham, Burn and Schott examine representation ...
nms.sagepub.com/ cgi/ reprint/ 9/ 1/ 169.pdf?ck=nck
Carr, D., Buckingham, D., Burn, A., Schott G. (2006) Computer Games: Text, Narrative and Play, Cambridge: Polity Press. Carr, D (2007) ‘The Trouble with ...
Fan Fiction On Final Fantasy X
Computer Games: Text, Narrative and Play, Cambridge: Polity Press, 72-87. • Burn, Andrew (2006). Reworking the text: Online fandom. In: Diane Carr et al. ...
www.fdcw.org/ 0708/ yan/ Fan%20Fiction%20on%20Final%20Fantasy%20X_112207.doc
Parker/Becker Games Bibliography - 2006
Computer Games: Text, Narrative And Play. Cambridge: Polity. Cagiltay, K. (2006). An Instructional Design/Development Model for the Creation of Game-like ...
www.ucalgary.ca/ ~jparker/ TFGT/ 2006.html
PC & Video Games
-26%, 39.99, Computer Games: Text, Narrative and Play ~ Diane Carr - David Buckingham - Andrew Burn - Gare... 4.43, "Meet the Robinsons" Official Strategy ...
In D. Carr, D. Buckingham, A. Burn, G, Schoot, Computer games: Text, narrative and play (pp.30-44). Cambridge, Polity Press. ...
cos.adm.nctu.edu.tw/ Course/ CrsOutline/ getFile.asp?Acy=96&
Computer Games. Text, Narrative and Play
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