VideogamesPsychology Press, 2004 - 198 Seiten Newman's lucid and engaging introduction guides the reader through the world of videogaming. It traces the history of the videogame, from its origins in the computer lab, to its contemporary status as a global entertainment industry, where characters such as Lara Croft and Sonic the Hedgehog are familiar even to those who've never been near a games console.Topics covered include:* What is a videogame?* Why study videogames?* a brief history of videogames, from Pac-Man to Pokémon* the videogame industry* who plays videogames?* are videogames bad for you?* the narrative structure of videogames* the future of videogames. |
Inhalt
What a videogame isnt | 15 |
Types of game | 22 |
platforms development | 29 |
who plays for how long | 49 |
levels breaks | 71 |
Level differentiation | 77 |
maintaining challenge in multisession | 84 |
exploration | 107 |
narrative | 127 |
onlinemobileretro | 163 |
Bibliography | 171 |
193 | |
Andere Ausgaben - Alle anzeigen
Häufige Begriffe und Wortgruppen
Aarseth accessed October 2003 action activity aesthetic arcade audience audio-visual Boss Chapter coin-op complex computer games consider console culture cut-scenes cyberspace discussion effects engagement example experience exploration Frasca frequently Friedman Fuller and Jenkins function Gamasutra game designer game's GameBoy Advance gameplay gameworld Gran Turismo graphics highlight important Importantly inter-level breaks interactive interface Juul last accessed October Legend of Zelda Loftus London ludus rules marketing Metal Gear Solid Moreover movie multiplayer narrative Nintendo non-interactive offer Pac-Man paidea perhaps platforms PlayStation Pokémon popular possible potential presented problematic puzzle retrogaming role Rouse screen seen sequences simulation social Sony Spacewar spatial story strategy study of videogames Super Mario 64 Super Mario Bros Super Mario Sunshine Super Mario World television texts tion titles video games videogame design videogame play videogame player videogames industry Virtua Fighter virtual Website Xbox
Verweise auf dieses Buch
The Business and Culture of Digital Games: Gamework and Gameplay Aphra Kerr Eingeschränkte Leseprobe - 2006 |
Beyond Technology: Children's Learning in the Age of Digital Culture David Buckingham Keine Leseprobe verfügbar - 2007 |