0
Your cart

Your cart is empty

Browse All Departments
  • All Departments
Price
Status
Brand

Showing 1 - 12 of 12 matches in All Departments

The Routledge Companion to Video Game Studies (Hardcover, 2nd edition): Mark J.P. Wolf, Bernard Perron The Routledge Companion to Video Game Studies (Hardcover, 2nd edition)
Mark J.P. Wolf, Bernard Perron
R6,569 Discovery Miles 65 690 Ships in 12 - 17 working days

A definitive guide to contemporary video game studies, this second edition has been fully revised and updated to address the ongoing theoretical and methodological development of game studies. Expertly compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, the Companion includes comprehensive and interdisciplinary models and approaches for analyzing video games, new perspectives on video games both as an art form and cultural phenomenon, explorations of the technical and creative dimensions of video games, and accounts of the political, social, and cultural dynamics of video games. Brand new to this second edition are essays examining topics such as preservation, augmented, mixed and virtual reality, eSports, disability, diversity, and identity, as well as a new section that specifically examines the industrial aspects of video games including digital distribution, game labor, triple-A games, indie games, and globalization. Each essay provides a lively and succinct summary of its target area, quickly bringing the reader up-to-date on the pertinent issues surrounding each aspect of the field, including references for further reading. A comprehensive overview of the present state of video game studies that will undoubtedly prove invaluable to students, scholars, and game designers alike.

Fifty Key Video Games (Hardcover): Bernard Perron, Kelly Boudreau, Mark J.P. Wolf, Dominic Arsenault Fifty Key Video Games (Hardcover)
Bernard Perron, Kelly Boudreau, Mark J.P. Wolf, Dominic Arsenault
R4,140 Discovery Miles 41 400 Ships in 12 - 17 working days

- The first book dedicated to exploring key video games from the 1970s to present day. - Provides a highly accessible overview of the history of video games from PONG, Pac-Man and Tetris to Minecraft, Animal Crossing and Assassin's Creed. - The selection covers a range of historical periods and platforms, genres, commercial impact, artistic choices, contexts of play, typical and atypical representations, uses of games for specific purposes, uses of materials or techniques, specific subcultures, repurposing, transgressive aesthetics, interfaces, moral or ethical impacts, and more.

The Video Game Theory Reader 2 (Paperback, New): Bernard Perron, Mark J.P. Wolf The Video Game Theory Reader 2 (Paperback, New)
Bernard Perron, Mark J.P. Wolf
R1,431 Discovery Miles 14 310 Ships in 9 - 15 working days

The Video Game Theory Reader 2 picks up where the first Video Game Theory Reader (Routledge, 2003) left off, with a group of leading scholars turning their attention to next-generation platforms-the Nintendo Wii, the PlayStation 3, the Xbox 360-and to new issues in the rapidly expanding field of video games studies. The contributors are some of the most renowned scholars working on video games today including Henry Jenkins, Jesper Juul, Eric Zimmerman, and Mia Consalvo. While the first volume had a strong focus on early video games, this volume also addresses more contemporary issues such as convergence and MMORPGs. The volume concludes with an appendix of nearly 40 ideas and concepts from a variety of theories and disciplines that have been usefully and insightfully applied to the study of video games.

Fifty Key Video Games (Paperback): Bernard Perron, Kelly Boudreau, Mark J.P. Wolf, Dominic Arsenault Fifty Key Video Games (Paperback)
Bernard Perron, Kelly Boudreau, Mark J.P. Wolf, Dominic Arsenault
R844 Discovery Miles 8 440 Ships in 9 - 15 working days

- The first book dedicated to exploring key video games from the 1970s to present day. - Provides a highly accessible overview of the history of video games from PONG, Pac-Man and Tetris to Minecraft, Animal Crossing and Assassin's Creed. - The selection covers a range of historical periods and platforms, genres, commercial impact, artistic choices, contexts of play, typical and atypical representations, uses of games for specific purposes, uses of materials or techniques, specific subcultures, repurposing, transgressive aesthetics, interfaces, moral or ethical impacts, and more.

The Video Game Theory Reader 2 (Hardcover, New): Bernard Perron, Mark J.P. Wolf The Video Game Theory Reader 2 (Hardcover, New)
Bernard Perron, Mark J.P. Wolf
R4,476 Discovery Miles 44 760 Ships in 12 - 17 working days

The Video Game Theory Reader 2 picks up where the first Video Game Theory Reader (Routledge, 2003) left off, with a group of leading scholars turning their attention to next-generation platforms-the Nintendo Wii, the PlayStation 3, the Xbox 360-and to new issues in the rapidly expanding field of video games studies. The contributors are some of the most renowned scholars working on video games today including Henry Jenkins, Jesper Juul, Eric Zimmerman, and Mia Consalvo. While the first volume had a strong focus on early video games, this volume also addresses more contemporary issues such as convergence and MMORPGs. The volume concludes with an appendix of nearly 40 ideas and concepts from a variety of theories and disciplines that have been usefully and insightfully applied to the study of video games.

The Video Game Theory Reader (Hardcover): Mark J.P. Wolf, Bernard Perron The Video Game Theory Reader (Hardcover)
Mark J.P. Wolf, Bernard Perron
R4,015 Discovery Miles 40 150 Ships in 12 - 17 working days


The Video Game Theory Reader brings together exciting new work on video games as a unique medium and nascent field of study - one that is rapidly developing new modes of understanding and analysis. This pioneering collection addresses the many ways video games are reshaping the face of entertainment and our relationship with technology. In the volume, leading Media Studies scholars develop new theoretical tools and concepts to study video games. Drawing upon examples from widely popular games ranging from Space Invaders to Final Fantasy, the contributors discuss the relationship between video games and other media; the shift from third- to first-person games; gamers and the gaming community; and the important sociological, cultural, industrial, and economic issues that surround gaming.

The Video Game Theory Reader (Paperback): Mark J.P. Wolf, Bernard Perron The Video Game Theory Reader (Paperback)
Mark J.P. Wolf, Bernard Perron
R1,551 Discovery Miles 15 510 Ships in 9 - 15 working days


The Video Game Theory Reader brings together exciting new work on video games as a unique medium and nascent field of study - one that is rapidly developing new modes of understanding and analysis. This pioneering collection addresses the many ways video games are reshaping the face of entertainment and our relationship with technology. In the volume, leading Media Studies scholars develop new theoretical tools and concepts to study video games. Drawing upon examples from widely popular games ranging from Space Invaders to Final Fantasy, the contributors discuss the relationship between video games and other media; the shift from third- to first-person games; gamers and the gaming community; and the important sociological, cultural, industrial, and economic issues that surround gaming.

The World of Scary Video Games - A Study in Videoludic Horror (Hardcover): Bernard Perron The World of Scary Video Games - A Study in Videoludic Horror (Hardcover)
Bernard Perron
R5,586 Discovery Miles 55 860 Ships in 10 - 15 working days

As for film and literature, the horror genre has been very popular in the video game. The World of Scary Video Games provides a comprehensive overview of the videoludic horror, dealing with the games labelled as "survival horror" as well as the mainstream and independent works associated with the genre. It examines the ways in which video games have elicited horror, terror and fear since Haunted House (1981). Bernard Perron combines an historical account with a theoretical approach in order to offer a broad history of the genre, outline its formal singularities and explore its principal issues. It studies the most important games and game series, from Haunted House (1981) to Alone in the Dark (1992- ), Resident Evil (1996-present), Silent Hill (1999-present), Fatal Frame (2001-present), Dead Space (2008-2013), Amnesia: the Dark Descent (2010), and The Evil Within (2014). Accessibly written, The World of Scary Video Games helps the reader to trace the history of an important genre of the video game.

The World of Scary Video Games - A Study in Videoludic Horror (Paperback): Bernard Perron The World of Scary Video Games - A Study in Videoludic Horror (Paperback)
Bernard Perron 1
R1,133 R1,057 Discovery Miles 10 570 Save R76 (7%) Ships in 9 - 15 working days

As for film and literature, the horror genre has been very popular in the video game. The World of Scary Video Games provides a comprehensive overview of the videoludic horror, dealing with the games labelled as "survival horror" as well as the mainstream and independent works associated with the genre. It examines the ways in which video games have elicited horror, terror and fear since Haunted House (1981). Bernard Perron combines an historical account with a theoretical approach in order to offer a broad history of the genre, outline its formal singularities and explore its principal issues. It studies the most important games and game series, from Haunted House (1981) to Alone in the Dark (1992- ), Resident Evil (1996-present), Silent Hill (1999-present), Fatal Frame (2001-present), Dead Space (2008-2013), Amnesia: the Dark Descent (2010), and The Evil Within (2014). Accessibly written, The World of Scary Video Games helps the reader to trace the history of an important genre of the video game.

Horror Video Games - Essays on the Fusion of Fear and Play (Paperback): Bernard Perron Horror Video Games - Essays on the Fusion of Fear and Play (Paperback)
Bernard Perron; Foreword by Clive Barker
R1,000 Discovery Miles 10 000 Ships in 10 - 15 working days

In this in-depth critical and theoretical analysis of the horror genre in video games, 14 essays explore the cultural underpinnings of horror's allure for gamers and the evolution of "survival" themes. The techniques and story effects of specific games such as Resident Evil, Call of Cthulhu, and Silent Hill are examined individually.

Video Games and the Mind - Essays on Cognition, Affect and Emotion (Paperback): Bernard Perron, Felix Schroeter Video Games and the Mind - Essays on Cognition, Affect and Emotion (Paperback)
Bernard Perron, Felix Schroeter
R1,278 Discovery Miles 12 780 Ships in 10 - 15 working days

Can a video game make you cry? Why do you relate to the characters and how do you engage with the storyworlds they inhabit? How is your body engaged in play? How are your actions guided by sociocultural norms and experiences? Questions like these address a core aspect of digital gaming-the video game experience itself-and are of interest to many game scholars and designers. With psychological theories of cognition, affect and emotion as a reference point, this collection of new essays offers various perspectives on how players think and feel about video games and how game design and analysis can build on these processes.

The Archives (Paperback): Federico Giordano, Bernard Perron The Archives (Paperback)
Federico Giordano, Bernard Perron
R500 R470 Discovery Miles 4 700 Save R30 (6%) Ships in 12 - 17 working days

The digital age has witnessed the development of a new kind of archive: immaterial, "living and moving," largely user-generated, and conceived for managing a wide variety of audio-visual materials, besides traditional films and videos. The first part of this anthology investigates the ways in which media forms like web-documentaries, video art and digital art, web series, amateur productions, and also mobile films can be stored and preserved within the new digital repositories. The second part focuses on archival and preservation practices of the video game. This approach understands the archive not simply as a "memory box," but as a fully contemporary practice that locates new media objects in the present and acknowledges their changing cultural and social configurations. The democratic, often immaterial, living, mobile nature of contemporary archives forces us to question whether or not the traditional notion of "the archive" still has a heuristic value. Or if it would be perhaps better to reject any "conventional" idea of archive and embrace the notion of anarchive.

Free Delivery
Pinterest Twitter Facebook Google+
You may like...
Bestway E-Z-Broom Pole (360cm x 30mm)
R326 Discovery Miles 3 260
Cadac 47cm Paella Pan
R1,158 Discovery Miles 11 580
Casio LW-200-7AV Watch with 10-Year…
R999 R884 Discovery Miles 8 840
Maped Smiling Planet Scissor Vivo - on…
R26 Discovery Miles 260
GM Bowling Machine Ball (Red)
R110 R96 Discovery Miles 960
Joseph Joseph Index Mini (Graphite)
R642 Discovery Miles 6 420
Bostik Double-Sided Tape (18mm x 10m…
 (1)
R28 Discovery Miles 280
Joggers Belt
 (1)
R59 R48 Discovery Miles 480
Hoover HSV600C Corded Stick Vacuum
 (7)
R949 R877 Discovery Miles 8 770
KN95 Disposable Face Mask (White)(Box of…
R1,890 R659 Discovery Miles 6 590

 

Partners