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This accessible textbook gives students the tools they need to
analyze games using strategies borrowed from textual analysis. As
the field of game studies grows, videogame writing is evolving from
the mere evaluation of gameplay, graphics, sound, and replayablity,
to more reflective writing that manages to convey the complexity of
a game and the way it is played in a cultural context. Clara
Fernandez-Vara's concise primer provides readers with instruction
on the basic building blocks of game analysis-examination of
context, content and reception, and formal qualities-as well as the
vocabulary necessary for talking about videogames' distinguishing
characteristics. Examples are drawn from a range of games, both
digital and non-digital-from Portal and World of Warcraft to
Monopoly-and the book provides a variety of exercises and sample
analyses, as well as a comprehensive ludography and glossary. In
this second edition of the popular textbook, Fernandez-Vara brings
the book firmly up-to-date, pulling in fresh examples from
ground-breaking new works in this dynamic field. Introduction to
Game Analysis remains a unique practical tool for students who want
to become more fluent writers and critics not only of videogames,
but also of digital media overall.
This accessible textbook gives students the tools they need to
analyze games using strategies borrowed from textual analysis. As
the field of game studies grows, videogame writing is evolving from
the mere evaluation of gameplay, graphics, sound, and replayablity,
to more reflective writing that manages to convey the complexity of
a game and the way it is played in a cultural context. Clara
Fernandez-Vara's concise primer provides readers with instruction
on the basic building blocks of game analysis-examination of
context, content and reception, and formal qualities-as well as the
vocabulary necessary for talking about videogames' distinguishing
characteristics. Examples are drawn from a range of games, both
digital and non-digital-from Portal and World of Warcraft to
Monopoly-and the book provides a variety of exercises and sample
analyses, as well as a comprehensive ludography and glossary. In
this second edition of the popular textbook, Fernandez-Vara brings
the book firmly up-to-date, pulling in fresh examples from
ground-breaking new works in this dynamic field. Introduction to
Game Analysis remains a unique practical tool for students who want
to become more fluent writers and critics not only of videogames,
but also of digital media overall.
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Interactive Storytelling - 7th International Conference on Interactive Digital Storytelling, ICIDS 2014, Singapore, Singapore, November 3-6, 2014, Proceedings (Paperback, 2014 ed.)
Alex Mitchell, Clara Fernandez Vara, David Thue
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R2,380
Discovery Miles 23 800
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Ships in 10 - 15 working days
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This book constitutes the refereed proceedings of the 7th
International Conference on Interactive Storytelling, ICIDS 2014,
Singapore, Singapore, November 2014. The 20 revised full papers
presented together with 8 short papers 7 posters, and 5
demonstration papers were carefully reviewed and selected from 67
submissions. The papers are organized in topical sections on story
generation, authoring, evaluation and analysis, theory,
retrospectives, and user experience.
The history of European videogames has so far been overshadowed by
the global impact of the Japanese and North American industries.
However, European game development studios have played a major role
in videogame history, and many prominent videogames in popular
culture, such as Grand Theft Auto, Tomb Raider, Alone in the Dark,
and The Witcher, were made in Europe. This book proposes an inquiry
into European videogames, including both analyses of transnational
aspects of European production and close readings of national
specificities. It offers a kaleidoscope of European videogame
culture, focusing on the analysis of European works and creators
but also addressing contextual aspects and placing videogames
within a wider sociocultural and philosophical ground. The aim of
this collective work is to contribute to the creation of a, until
now, almost non-existent yet necessary academic endeavour: a story
and critical exploration of the works, authors, styles, and
cultures of the European videogame.
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