Description

Book Synopsis
Computer games are one of the most exciting and rapidly evolving media of our time. Revenues from console and computer games have now overtaken those from Hollywood movies; and online gaming is one of the fastest-growing areas of the internet. Games are no longer just kids'' stuff: the majority of players are now adults, and the market is constantly broadening. The visual style of games has become increasingly sophisticated, and the complexities of game-play are ever more challenging. Meanwhile, the iconography and generic forms of games are increasingly influencing a whole range of other media, from films and television to books and toys.

This book provides a systematic, comprehensive introduction to the analysis of computer and video games. It introduces key concepts and approaches drawn from literary, film and media theory in an accessible and concrete manner; and it tests their use and relevance by applying them to a small but representative selection of role-playing and action

Trade Review
"This valuable text is always informed by serious research, analysis and careful thought."

-- Julian McDougall, Media Education Assocation Newsletter

'Computer Games: Text, Narrative and Play will be valuable for teachers and students who want to familiaize themselves with the core concepts and important debates within the merging field of games studies. But it does more than that - couping format analysis of games with an ethnographic perspective on games-playing showing how the same games studies can be read through multiple conceptual frameworks. If recent writing in games studies has seemed polarized, this book maps the middle ground between the warring positions.'

-- Henry Jenkins, Massachusetts Institute of Technology

'Computer Games challenges the notion that games are "just for fun" by introducing a readable tome for observers and players of Pong to Perfect Dark. A comprehensive and useful breakdown of what students of games studies should focus on and how they should go about doing it.'

-- Aleks Krotoski, Technology Journalist and Researcher



Table of Contents

List of Illustrations

Acknowledgements

1. Studying computer games

2. Defining game genres

3. Games and narrative

4. Play and pleasure

5. Space, navigation and affect

6. Playing roles

7. Reworking the text: online fandom

8. Motivation and online gaming

9. Social play and learning

10. Agency in and around play

11. Film, adaptation and computer games

12. Games and Gender

13. Doing game analysis

Notes

Games Cited

References

Index

Computer Games

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    £49.50

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    RRP £55.00 – you save £5.50 (10%)

    Order before 4pm tomorrow for delivery by Sat 4 Jul 2026.

    A Hardback by Diane Carr, David Buckingham, Andrew Burn

    1 in stock

      Trusted by thousands of customers. See 2,385+ Customer Reviews

      View other formats and editions of Computer Games by Diane Carr

      Publisher: John Wiley and Sons Ltd
      Publication Date: 01/02/2006
      ISBN13: 9780745634005, 978-0745634005
      ISBN10: 0745634001
      Also in:
      Popular culture

      Description

      Book Synopsis
      Computer games are one of the most exciting and rapidly evolving media of our time. Revenues from console and computer games have now overtaken those from Hollywood movies; and online gaming is one of the fastest-growing areas of the internet. Games are no longer just kids'' stuff: the majority of players are now adults, and the market is constantly broadening. The visual style of games has become increasingly sophisticated, and the complexities of game-play are ever more challenging. Meanwhile, the iconography and generic forms of games are increasingly influencing a whole range of other media, from films and television to books and toys.

      This book provides a systematic, comprehensive introduction to the analysis of computer and video games. It introduces key concepts and approaches drawn from literary, film and media theory in an accessible and concrete manner; and it tests their use and relevance by applying them to a small but representative selection of role-playing and action

      Trade Review
      "This valuable text is always informed by serious research, analysis and careful thought."

      -- Julian McDougall, Media Education Assocation Newsletter

      'Computer Games: Text, Narrative and Play will be valuable for teachers and students who want to familiaize themselves with the core concepts and important debates within the merging field of games studies. But it does more than that - couping format analysis of games with an ethnographic perspective on games-playing showing how the same games studies can be read through multiple conceptual frameworks. If recent writing in games studies has seemed polarized, this book maps the middle ground between the warring positions.'

      -- Henry Jenkins, Massachusetts Institute of Technology

      'Computer Games challenges the notion that games are "just for fun" by introducing a readable tome for observers and players of Pong to Perfect Dark. A comprehensive and useful breakdown of what students of games studies should focus on and how they should go about doing it.'

      -- Aleks Krotoski, Technology Journalist and Researcher



      Table of Contents

      List of Illustrations

      Acknowledgements

      1. Studying computer games

      2. Defining game genres

      3. Games and narrative

      4. Play and pleasure

      5. Space, navigation and affect

      6. Playing roles

      7. Reworking the text: online fandom

      8. Motivation and online gaming

      9. Social play and learning

      10. Agency in and around play

      11. Film, adaptation and computer games

      12. Games and Gender

      13. Doing game analysis

      Notes

      Games Cited

      References

      Index

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