MARC Record
Leader
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001932570
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BE-GnUNI
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20230805103418.0
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111011s2006 ||||||||||||||||| ||eng||
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a| 9780745634012
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a| Howest
041
0
a| eng
050
1
4
a| GV1469.17
b| S63
080
a| 794:379
084
a| 621.8
2| vsiso
245
0
0
a| Computer games :
b| text, narrative and play.
260
a| Cambridge :
b| Polity,
c| 2006.
300
a| VI, 210 p. :
b| ill.
520
a| 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
700
1
a| Carr, Diane,
d| ....-
0| (viaf)
700
1
a| Buckingham, David,
d| 1954-
0| (viaf)24666764
700
1
a| Burn, Andrew,
d| ....-
0| (viaf)
852
4
b| HWPNT
c| PENTA
j| PENTA.621.8 CARR 06
p| 3012769
920
a| book