Check nearby libraries
Buy this book
"James Newman's lucid and engaging introduction guides the reader 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, with characters such as Lara Croft and Sonic the Hedgehog familiar even to those who've never been near a games console. Topics covered include: classifications, game theory and interactivity - what is a videogame? the videogame audience the videogame industry videogame structure narratives and play- approaches to the study of videogames videogames, avatars and virtual worlds social gaming and the culture of videogames This second edition updates the book to include recent developments such as: the popularity of the wii and the increase in non-traditional gamers and more physical gaming the development of MMOGs (massively multiplayer online games) such as World of Warcraft games being downloaded as apps or accessed via mobile phones, iPods and social networking sites"--
Check nearby libraries
Buy this book
Previews available in: English
Subjects
Social aspects, TECHNOLOGY & ENGINEERING / Social Aspects, GAMES / Video & Electronic, SOCIAL SCIENCE / Media Studies, Video games, GAMES, Video & Electronic, SOCIAL SCIENCE, Media Studies, TECHNOLOGY & ENGINEERING, Video games--social aspects, Gv1469.3 .n48 2012, 794.8, Gam013000 soc052000 tec052000Edition | Availability |
---|---|
1 |
aaaa
Libraries near you:
WorldCat
|
Book Details
Edition Notes
Includes bibliographical references and index.
Classifications
The Physical Object
ID Numbers
Community Reviews (0)
Feedback?July 17, 2024 | Edited by ImportBot | import existing book |
December 19, 2023 | Edited by ImportBot | import existing book |
December 15, 2022 | Edited by MARC Bot | import existing book |
August 2, 2020 | Edited by ImportBot | import existing book |
June 20, 2012 | Created by LC Bot | import new book |