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LEADER: 06569cam 2200889 a 4500
001 ocm54976528
003 OCoLC
005 20200106180648.0
008 060314s2004 enk b 001 0 eng d
010 $a 2006295654
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050 00 $aGV1469.3$b.N48 2004
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100 1 $aNewman, James$q(James A.)
245 10 $aVideogames /$cJames Newman.
260 $aLondon ;$aNew York :$bRoutledge,$c2004.
300 $ax, 198 pages ;$c22 cm.
336 $atext$btxt$2rdacontent
337 $aunmediated$bn$2rdamedia
338 $avolume$bnc$2rdacarrier
490 1 $aRoutledge introductions to media and communications
504 $aIncludes bibliographical references (pages 171-192) and index.
505 0 $a1. Why study videogames? -- Taking games seriously -- Why study videogames? -- Why have academics ignored computer games? -- 2. What is a videogame? : rules, puzzles and simulations : defining the object of study -- Super Mario, Tamagotchi, Furby and AIBO -- Classifying videogames -- Ludic context : coin-op vs home system -- What a videogame isn't -- Why do players play? -- Rules, winning and losing : videogames as games -- Paidea and ludus in videogames -- Types of game -- Videogames and interactivity -- So, what exactly is a videogame? -- 3. Manufacturing fun : platforms, development, publishing and creativity -- Videogames in transition -- Videogames and technology -- Scrolling, exploration and memory : producing and storing videogame spaces -- Complexity and diversity -- The modern development studio -- Division and roles -- Management and design -- Quality assurance -- Videogame platforms -- Finance, publishing and risk -- 4. Videogame players : who plays, for how long and what it's doing to them -- The continuing myth of the videogame audience -- Generation PSX, mainstream and hardcore : targeting the audience -- Boys only? : audience demographics -- Just five more minutes ... measuring audience behaviour -- Game panics : 'effects' research and the inscribed audience -- Assess the research.
505 0 $a5. Videogame structure : levels, breaks and intermissions -- Non-interactivity in the interactive videogame -- Level differentiation -- Between levels -- Save-die-restart : maintaining challenge in multi-session games -- The durability of inter-level breaks -- 6. Narrative and play, audiences and players : approaches to the study of videogames -- Ludology and narratology -- PlayStation, CD-ROM and the cut-scene -- The trouble with cut-scenes : 'active' and 'passive, ' 'stories' and 'instructions' -- The (inter)active audience -- The function of cut-scenes -- Narrative and new media -- Game time -- 7. Videogames, space and cyberspace : exploration, navigation and mastery -- Adventures in space -- Videogames and cyberspace -- Spaces to play in and with -- Videogames as spatial stories -- Spatial typologies -- Navigating cyberspaces -- Space and gameplay -- 8. Videogame players and characters : narrative functions and feeling cyborgs -- The videogame character as cultural icon -- The lives of Mario -- Developing characters -- Player preferences -- Experiencing at fist hand : being and watching the hero -- Behind the visual -- 9. Social gaming and the culture of videogames : competition and collaboration on and off screen -- The myth of the solitary gamer -- The videogame as social space -- Videogame culture -- Sharing strategy -- Fans as media producers -- 10. Future gaming : online/mobile/retro -- From Pong to PlayStation -- Have we played the future? : retrogaming and emulation -- Continuity -- Where next?
520 $aJames Newman's lucid, engaging introduction guides readers through the world of videogaming, providing a history of the videogame from its origins in the computer lab to its contemporary status as a global entertainment industry.
650 0 $aVideo games.
650 7 $aVideo games.$2fast$0(OCoLC)fst01166421
650 7 $aVideospiel$2gnd
650 17 $aComputerspelen.$2gtt
655 0 $aVideo games.
655 7 $aVideo games.$2fast$0(OCoLC)fst01726770
655 7 $aVideo games.$2lcgft
830 0 $aRoutledge introductions to media and communications.
856 41 $uhttp://www.dawsonera.com/depp/reader/protected/external/AbstractView/S9780203642900$zView this book online, via DawsonERA, both on- and off-campus
856 41 $uhttps://www.dawsonera.com/guard/protected/dawson.jsp?name=https://passport01.leeds.ac.uk/idp/shibboleth&dest=http://www.dawsonera.com/depp/reader/protected/external/AbstractView/S9780203642900$zView this book online, via DawsonERA, both on- and off-campus
856 42 $3Publisher description$uhttp://catdir.loc.gov/catdir/enhancements/fy0650/2006295654-d.html
856 42 $uhttp://lib.leeds.ac.uk/search/febook3026567$zThis title is also available as an eBook. Click here.
856 42 $uhttp://lib.leeds.ac.uk/record=b3026567$zThis title is also available in print. Click here.
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