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An Introduction tGame Studies is the first introductory textbook for students of game studies It provides a conceptual overview of the cultural, social and economic significance of computer and videgames and traces the history of game culture and the emergence of game studies as a field of research Key concepts and theories are illustrated with discussion of games taken from different historical phases of game culture Progressing from the simple, yet engaging, gameplay of Pong and text-based adventure games tthe complex virtual worlds of contemporary online games, the book will guide students towards analytical appreciation and critical engagement with gaming and game studies Students will learn to: Understand and analyze different aspects of phenomena we recognize as game and playIdentify the key developments in digital game design through discussion of action in games of the 1970s, fiction and adventure in games of the 1980s, three-dimensionality in games of the 1990s, and social aspects of gameplay in contemporary online gamesUnderstand games as dynamic systems of meaning-makingInterpret the context of games as culture and subcultureAnalyze the relationship between technology and interactivity and between game and realitySituate games within the context of digital culture and the information societyWith further reading suggestions, images, exercises, online resources and a whole chapter devoted tpreparing students tdtheir own game studies project, an An Introduction tGame Studies is the complete toolkit for all students pursuing the study of games The companion website contains slides and assignments that are suitable for self-study as well as for classroom use Frans Mäyrä is the Professor of Hypermedia, Digital Culture and Game Studies in the University of Tampere, Finland