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.
Les informations fournies dans la section « Synopsis » peuvent faire référence à une autre édition de ce titre.
David Buckingham is Professor of Education and head of the Centre for the Study of Children, Youth and Media (CSCYM) at the University of London.
Andrew Burn is Reader in Education and New Media and Associate Director of the CSCYM at the University of London.
Diane Carr is Research Officer of the CSCYM at the University of London.
Gareth Schott is Senior Lecturer of Screen and Media Studies at the University of Waikato.
Les informations fournies dans la section « A propos du livre » peuvent faire référence à une autre édition de ce titre.
Vendeur : Newsboy Books, Ontario, CA, Etats-Unis
Hardcover. Etat : Fair. 0745634001 Ex-lib. Pages are like new, except minimal library markings on title page. Small cover corner bump. Sticker on spine. N° de réf. du vendeur 0745634001ZZZ
Quantité disponible : 1 disponible(s)
Vendeur : Better World Books, Mishawaka, IN, Etats-Unis
Etat : Very Good. 1st Edition. Former library book; may include library markings. Used book that is in excellent condition. May show signs of wear or have minor defects. N° de réf. du vendeur 812879-6
Quantité disponible : 1 disponible(s)
Vendeur : GoldBooks, Denver, CO, Etats-Unis
Etat : new. N° de réf. du vendeur 77S63_43_0745634001
Quantité disponible : 1 disponible(s)
Vendeur : Grand Eagle Retail, Bensenville, IL, Etats-Unis
Hardcover. Etat : new. Hardcover. 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. 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 representative selection of games. Shipping may be from multiple locations in the US or from the UK, depending on stock availability. N° de réf. du vendeur 9780745634005
Quantité disponible : 1 disponible(s)
Vendeur : PBShop.store UK, Fairford, GLOS, Royaume-Uni
HRD. Etat : New. New Book. Shipped from UK. Established seller since 2000. N° de réf. du vendeur FW-9780745634005
Quantité disponible : 2 disponible(s)
Vendeur : Lucky's Textbooks, Dallas, TX, Etats-Unis
Etat : New. N° de réf. du vendeur ABLIING23Feb2416190148256
Quantité disponible : Plus de 20 disponibles
Vendeur : GreatBookPrices, Columbia, MD, Etats-Unis
Etat : New. N° de réf. du vendeur 4082010-n
Quantité disponible : 2 disponible(s)
Vendeur : GreatBookPrices, Columbia, MD, Etats-Unis
Etat : As New. Unread book in perfect condition. N° de réf. du vendeur 4082010
Quantité disponible : 2 disponible(s)
Vendeur : California Books, Miami, FL, Etats-Unis
Etat : New. N° de réf. du vendeur I-9780745634005
Quantité disponible : Plus de 20 disponibles
Vendeur : Ria Christie Collections, Uxbridge, Royaume-Uni
Etat : New. In. N° de réf. du vendeur ria9780745634005_new
Quantité disponible : Plus de 20 disponibles