It looks like you're offline.
Open Library logo
additional options menu

MARC record from Internet Archive

LEADER: 08661cam 2201105 a 4500
001 ocn567977367
003 OCoLC
005 20220216035958.0
008 061006s2006 enk ob 001 0 eng d
006 m o d
007 cr cn|||||||||
040 $aCCO$beng$epn$cCCO$dE7B$dOCLCQ$dCOCUF$dN$T$dIDEBK$dDKDLA$dNNM$dOCLCQ$dFVL$dOCLCQ$dEBLCP$dOCLCO$dOCLCQ$dNTE$dOCLCF$dCOO$dOCLCQ$dOCLCO$dOCLCQ$dDEBSZ$dOCLCO$dNLGGC$dOCLCO$dAZK$dCNNLC$dOCLCQ$dLOA$dAGLDB$dPIFBR$dZCU$dOCLCQ$dMERUC$dESU$dOCLCQ$dUEJ$dU3W$dSTF$dBRL$dWRM$dVNS$dOCLCQ$dVTS$dOCLCA$dICG$dVT2$dOCLCQ$dG3B$dTKN$dYDX$dDKC$dOCLCO$dOCLCQ$dM8D$dOCLCQ$dOCLCA$dHS0$dSXB$dOCLCQ$dOCLCO
016 7 $z013301225$2Uk
019 $a243869619$a277199502$a319552244$a465655843$a648135134$a722544603$a728026478$a748543118$a814503858$a823286183$a888833330$a961663941$a962576031$a1037507696$a1148070411
020 $a0335224873$q(electronic bk.)
020 $a9780335224876$q(electronic bk.)
020 $a9780335213580$q(hbk.)
020 $a0335213588$q(hbk.)
020 $a1280951311
020 $a9781280951312
020 $a033521357X
020 $a9780335213573
020 $z0335213588$q(hbk.)
020 $z033521357X$q(pbk.)
020 $z9780335213573
020 $z9780335224876
020 $z9780335213588$q(hbk.)
020 $z978033521257X$q(pbk.)
024 3 $a9780335213573
035 $a(OCoLC)567977367$z(OCoLC)243869619$z(OCoLC)277199502$z(OCoLC)319552244$z(OCoLC)465655843$z(OCoLC)648135134$z(OCoLC)722544603$z(OCoLC)728026478$z(OCoLC)748543118$z(OCoLC)814503858$z(OCoLC)823286183$z(OCoLC)888833330$z(OCoLC)961663941$z(OCoLC)962576031$z(OCoLC)1037507696$z(OCoLC)1148070411
037 $b00992953
050 4 $aGV1469.17.S63$bD68 2006eb
072 7 $aSOC$x002010$2bisacsh
072 7 $aPOL$x038000$2bisacsh
072 7 $aSOC$x022000$2bisacsh
072 7 $aGRB$2bicssc
082 04 $a306.46$222
084 $a76.31$2bcl
084 $aLB 61000$2rvk
084 $aLC 13000$2rvk
084 $aSU 500$2rvk
100 1 $aDovey, Jon.
245 10 $aGame cultures :$bcomputer games as new media /$cJon Dovey and Helen W. Kennedy.
260 $aMaidenhead, Berkshire, England ;$aNew York, N.Y. :$bOpen University Press,$c2006.
300 $a1 online resource (x, 171 pages)
336 $atext$btxt$2rdacontent
337 $acomputer$bc$2rdamedia
338 $aonline resource$bcr$2rdacarrier
347 $adata file
490 1 $aIssues in cultural and media studies
504 $aIncludes bibliographical references (pages 150-161) and index.
505 0 $aCover -- Acknowledgements -- TOC36;Contents -- Foreword -- CH36;Chapter 01 Studying computer games -- What is games culture63; -- Theories of technology -- Interactivity -- Spectatorship and the 8216;problem of immersion -- Representation and simulation -- Consumption47;production -- Technicity -- Work and play -- Conclusion -- Further reading -- CH36;Chapter 02 Play technology and culture -- The ludological turn -- Play theory history -- The rules -- The time and space of play -- The magic circle and its contexts seven rhetorics -- The subject in play -- The social subject in play -- Gendering play space -- Technoplay -- Ludic cultures and critiques -- Conclusion -- Further reading -- CH36;Chapter 03 Cultures of production -- The Trojan Horse in the digital parlour -- The economic system -- The developers -- The publishers -- The technologists in the economic system -- The system of technology -- Upgrade culture -- Making it real -- Game engines -- The system of culture -- Conclusion -- Further reading -- CH36;Chapter 04 Networks of technicity -- Identity44; culture and technology -- Technicity and hegemony -- Framing technicity hackers and cyborgs -- The hacker ethos and mythos -- The cyborg manifesto and manifestations -- From margin to centre discourses of dominant technicity -- Magical things of wonderment -- Edge as cultural capital -- Gendering technology -- The invisible 8216;others in cyberculture -- The 8216;other histories of computer gaming cultures -- Conclusion -- Further reading -- CH36;Chapter 05 Computer games as media text -- Can a computer game be treated as a text63; -- Case studies in computer game analysis -- Computer games as fictional worlds -- Lara as object and subject -- Identification44; investment and immersion -- Avatar as 8216;vehicle -- Representation and experience -- Narrative to navigation -- Character to capability -- Representation to ritual -- Conclusion -- Further reading -- CH36;Chapter 06 Bodies and machines58; Cyborg subjectivity and gameplay -- Flow44; immersion and configuration -- Why the body matters in gameplay -- Bodies and avatars -- Why the cyborg63; gameplay as cybernetic -- The cyborg at the machine -- The cyborg in the machine -- Gameplay and technicity -- Gameplay as cyborg performance -- Cyborg performances and playful selves -- Cyborgian heterotopias -- Conclusion -- CH36;Chapter 07 Interventions and recuperations 63; -- Computer games as co45;creative media -- Aspiration44; tributes and tactics -- Productive paradox women and Quake -- From piracy to open systems configurative practice asbrand loyalty63; -- A brief history of modding -- The age of co45;creative media -- Fan art -- Mod arts -- Tactical arts -- Playing at technicity -- Conclusion -- Further reading -- Glossary Terms -- References -- Gameography 47; Ludograpy -- IDX36;Index -- Last Page.
520 $aThis book introduces the critical concepts and debates that are shaping the emerging field of game studies. Exploring games in the context of cultural studies and media studies, it analyses computer games as the most popular contemporary form of new media production and consumption. The book: argues for the centrality of play in redefining reading, consuming and creating culture; offers detailed research into the political economy of games to generate a model of new media production; and, examines the dynamics of power in relation to both the production and consumption of computer games. This is key reading for students, academics and industry practitioners in the fields of cultural studies, new media, media studies and game studies, as well as human-computer interaction and cyberculture.
588 0 $aPrint version record.
650 0 $aComputer games$xSocial aspects.
650 0 $aPlay (Philosophy)
650 0 $aPopular culture.
650 7 $aSOCIAL SCIENCE$xAnthropology$xCultural.$2bisacsh
650 7 $aPOLITICAL SCIENCE$xPublic Policy$xCultural Policy.$2bisacsh
650 7 $aSOCIAL SCIENCE$xPopular Culture.$2bisacsh
650 7 $aComputer games$xSocial aspects.$2fast$0(OCoLC)fst00872118
650 7 $aPlay (Philosophy)$2fast$0(OCoLC)fst01066954
650 7 $aPopular culture.$2fast$0(OCoLC)fst01071344
650 7 $aComputerspiel$2gnd
650 7 $aMassenkultur$2gnd
650 17 $aComputerspellen.$2gtt$0(NL-LeOCL)078473683
650 17 $aMediagebruik.$2gtt$0(NL-LeOCL)107278812
650 17 $aCulturele aspecten.$2gtt$0(NL-LeOCL)078477956
655 0 $aElectronic books.
655 4 $aElectronic books.
655 4 $aComputer network resources.
700 1 $aKennedy, Helen W.
776 08 $iPrint version:$aDovey, Jon.$tGame cultures.$dMaidenhead, Berkshire, England ; New York, N.Y. : Open University Press, 2006$w(DLC) 2006284272
830 0 $aIssues in cultural and media studies.
856 40 $3Dawsonera$uhttp://www.dawsonera.com/depp/reader/protected/external/AbstractView/S9780335224876
856 40 $3ebrary$uhttp://site.ebrary.com/id/10161363
856 40 $3EBSCOhost$uhttps://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&db=nlabk&AN=233910
856 40 $3MyiLibrary$uhttp://www.myilibrary.com?id=95131
856 40 $3MyiLibrary$uhttp://0-lib.myilibrary.com.catalogue.libraries.london.ac.uk?id=95131
856 40 $3ProQuest Ebook Central$uhttps://public.ebookcentral.proquest.com/choice/publicfullrecord.aspx?p=287822
856 40 $3ProQuest Ebook Central$uhttp://public.ebookcentral.proquest.com.catalogue.libraries.london.ac.uk/lib/ulondon/detail.action?p=287822
938 $aEBL - Ebook Library$bEBLB$nEBL287822
938 $aebrary$bEBRY$nebr10161363
938 $aEBSCOhost$bEBSC$n233910
938 $aProQuest MyiLibrary Digital eBook Collection$bIDEB$n95131
938 $aYBP Library Services$bYANK$n2590222
029 1 $aAU@$b000051567153
029 1 $aAU@$b000053251516
029 1 $aDEBBG$bBV043068447
029 1 $aDEBBG$bBV044122969
029 1 $aDEBSZ$b422107719
029 1 $aDEBSZ$b430378513
029 1 $aNZ1$b12807975
994 $aZ0$bP4A
948 $hHELD BY P4A - 968 OTHER HOLDINGS