There are an increasing number of courses on digital games and
gaming, following the rise in the popularity of games themselves.
Amongst these practical courses, there are now theoretical courses
appearing on gaming on media, film and cultural studies degree
programmes. The aim of this book is to satisfy the need for a
single accessible textbook which offers a broad introductions to
the range of literatures and approaches currently contributing to
digital game research. Each of the chapters will outline key
theoretical perspectives, theorists and literatures to demonstrate
their relevance to, and use in, the study of digital games.
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