Videogames

Author:   James Newman (Bath Spa University, UK)
Publisher:   Taylor & Francis Ltd
ISBN:  

9780415281928


Pages:   208
Publication Date:   22 January 2004
Replaced By:   9780415669160
Format:   Paperback
Availability:   In Print   Availability explained
Limited stock is available. It will be ordered for you and shipped pending supplier's limited stock.

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Videogames


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Overview

Newman's lucid and engaging introduction guides the reader through the world of videogaming. It traces the history of the videogame, from its origins in the computer lab, to its contemporary status as a global entertainment industry, where characters such as Lara Croft and Sonic the Hedgehog are familiar even to those who've never been near a games console. Topics covered include: What is a videogame? Why study videogames? a brief history of videogames, from Pac-Man to Pokémon the videogame industry Who plays videogames? Are videogames bad for you? the narrative structure of videogames the future of videogames

Full Product Details

Author:   James Newman (Bath Spa University, UK)
Publisher:   Taylor & Francis Ltd
Imprint:   Routledge
Dimensions:   Width: 13.80cm , Height: 1.90cm , Length: 21.60cm
Weight:   0.272kg
ISBN:  

9780415281928


ISBN 10:   041528192
Pages:   208
Publication Date:   22 January 2004
Audience:   College/higher education ,  Professional and scholarly ,  College/higher education ,  Tertiary & Higher Education ,  Professional & Vocational
Replaced By:   9780415669160
Format:   Paperback
Publisher's Status:   Out of Print
Availability:   In Print   Availability explained
Limited stock is available. It will be ordered for you and shipped pending supplier's limited stock.

Table of Contents

1. Why Study Videogames? 2. What is a Videogame? Rules, Puzzles and Simulations: Defining the Object of Study 3. Manufacturing Fun: Platforms, Development, Publishing and Creativity 4. Videogame Players: Who Plays, for How Long and What it’s Doing to Them 5. Videogame Structure: Levels, Breaks and Intermissions 6. Narrative and Play, Audiences and Players: Approaches to the Study of Videogames 7. Videogames, Space and Cyberspace: Exploration, Navigation and Mastery 8. Videogames Players and Characters: Narrative Functions and Feeling Cyborgs 9. Social Gaming and the Culture of Videogames: Competition and Collaboration On and Off Screen 10. Future Gaming: Online/Mobile/Retro Bibliography Index

Reviews

'A wealth of well-written, scholarly but accessible perspectives on industry practice and commerical imperatives ... Newman can do this only because he is a serious games scholar.' - Media Educaiton Association


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