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Call of Duty is the most culturally significant video game
franchise of the 21st century. Since the first game was released
for PC in 2003, the franchise has sold over 250 million copies and
been complemented by merchandise ranging from toys and comic books
to a special edition Jeep Wrangler. The top players can even
compete for millions in prize money in tournaments sanctioned by
the Call of Duty World League.While the gaming community has
reported on and debated over each development, there has not been
much formal scholarship on Call of Duty games. This collection
fills that void by examining the ideologically charged campaign
mode of major franchise releases, with a special focus on
militarism, realism, and gender. After reading this book, you will
never just play Call of Duty again.
Since its official release in 2011, Minecraft has sold nearly 50
million copies across all gaming platforms. The premise of
Minecraft is simple: destroy, collect, build and interact in a
world made entirely of colored cubes. Unlike Lego blocks or other
construction toys, Minecraft's digital play space allows for
virtually limitless creation without the cost and limitations of
physical building materials. Creator Mojang's generous policies
toward modification and other uses of their intellectual property
also engender enthusiasm and creativity from fans who make music,
art and animation inspired by the software. The first essays in
this collection cover Minecraft's origins, describing its
relationship to other video games and toys and examining the
learning models implicit in its design. Later essays describe and
theorize the various ways players interact with the software, which
simultaneously presents them with structural constraints and
limitless possibility.
In recent years, computer technology has permeated all aspects of
life. Not only have work and education but leisure time and play
have been all but revolutionized. Increasingly, digital games are
the way we play. This volume addresses the world of digital games,
with special emphasis on the roll and input of the gamer himself.
In fifteen essays, the contributors discuss the various ways the
game player interacts with the game. The first half of the book
considers the physical and mental aspects of digital game play. The
second section concentrates on factors that influence play,
including the perception of the game player. Essays cover the full
range of digital gaming, including computer, video and arcade
games. Topics include a psychoanalytical investigation of
particular, often controversial games; the ways in which
game-playing crosses socioeconomic, age, gender and racial lines;
and the physical and mental relationship between the game and the
gamer. The final essays discuss scholars' perceptions of digital
media.
The immensely popular Grand Theft Auto game series has inspired a
range of reactions among players and commentators, and a hot debate
in the popular media. These essays from diverse theoretical
perspectives expand the discussion by focusing scholarly analysis
on the games, particularly Grand Theft Auto III, Grand Theft Auto:
Vice City, and Grand Theft Auto: San Andreas. Part One of the book
discusses the fears, lawsuits, legislative proposals, and other
public reactions to Grand Theft Auto, detailing the conflict
between the developers of adult oriented games and various new
forms of censorship. Depictions of race and violence, the pleasure
of the carnivalistic gameplay, and the significance of
sociopolitical satire in the series are all important elements in
this controversy. The second section of the book approaches the
games as they might be studied absent of the controversy. These
essays study why and how players meaningfully play Grand Theft Auto
games.
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