Description

Book Synopsis

Presenting a holistic and thoroughly practical investigation of the true nature of computer games that arms readers with a small yet powerful set of theories for developing unique approaches to understanding games. Game Invaders fully integrates genre theory, new media aesthetics, perceptual opportunities, and semiotics into a practical DIY toolkit for games analysisoffering detailed guidance for how to conduct in-depth critiques of game content and gameplay.

Featuring an informal and witty writing style, the book devotes a number of chapters to specific games from all eras, clearly demonstrating the practical application of the theories to modern, large-scale computer games. Readers will find:

Suggestions on how to apply the DIY package to major issues central to understanding computer games and their design Coverage of the semiotics of video games, laying the foundation for such topics as the role of agency and virtual storytelling Tasks and solutions for readers

Trade Review

“Intermediate game designers and students wishing to analyze video games will find this a helpful resource. Summing Up: Recommended. Upper-division undergraduates and graduate students in game design and related programs, researchers/faculty, and professionals/practitioners.” (Choice, 1 June 2013)

“Overall, Game Invadersis both a useful and needed theoretical handbook for undergraduate students interested in thinking rigorously about computer games or for game designers who need a stronger theoretical foundation moored in agency and interaction.” (International Journal of Communication, 1 May 2013)



Table of Contents

Preface ix

Abbreviations xi

Part I Why Do People Play Games?

1. You Are the One 3

Tools to Think With 5

Getting Started 8

Summary 12

2. Genre 13

What Are Genres? 14

What Are Genres For? 16

Genre Maps 18

Computer Game Genres 19

A Theory of Computer Game Genres 21

Summary 25

Further Reading and Tasks 26

3. Activity 29

The Story of Activity Groups 29

An Overview of Activity Profiles 33

Three Driving Games 35

Calculating Genres 38

Summary 43

Tasks 44

4. Pleasure 45

Aesthetics and Computer Games 47

Spacewar 51

Zork 52

Pac-Man 56

Comparative Aesthetics 57

Summary 59

Tasks 60

5. Two Rail-Shooters 61

Star Fox and Rez 61

Activity Profiling and Genre Theory 63

Applying Aesthetic Theory 65

The Method of Game Analysis 67

Tetsuya Mizuguchi, Rez, and Beyond 67

Summary 69

Further Reading and Tasks 70

6. Why Don’t People Play Games 71

What Do We Mean by Games? 72

Resident Evil 73

Why Not Ask the Players? 75

Emotional Models of Play 76

Player Types 79

Demographic Research 81

Why Don’t People Play Games? 82

Conclusions 83

Part II What Is a Game?

7. Just an Ordinary Day 87

The Glass Vial 89

Unrealisms 90

Perceptual Opportunities 91

Sureties 92

Surprises 93

Attractors 93

Connectors 95

Rewards 97

Getting It All Together in SinCity 99

Perceptual Mapping in SinCity 100

AS-OceanFloor 103

Summary 108

Further Reading and Tasks 109

8. Big Bad Streets 111

Driver School 111

Sureties 113

Surprises 114

Driver and SinCity Comparisons 119

Summary 122

Further Reading and Tasks 123

9. Time to Visit Yokosuka 125

Shenmue 125

Genre and Activity Profile 126

Aesthetics 128

Shenmue POs 129

PSAS and Cut Scenes 131

Interactive Storytelling? 133

And On With General Aesthetics 134

Summary 135

Further Reading and Tasks 137

10. Meaning What? 139

Semiotics and Signs 140

Pac-Man’s Signs 143

Icons, Indexes, and Symbols 144

Denotation, Connotation, and Myth 146

Syntagms and Paradigms 148

Codes 151

Making Up Pac-Man 154

Filling Gaps 155

Summary 159

Further Reading and Tasks 161

11. All Work and Play 163

The Work of Meaning 164

Signs of Interaction 167

The Mechanics of Interaction 170

The Inside-Out Code 176

Where Is the Player? 178

Summary 180

Further Reading and Tasks 181

12. Big Game Hunting 183

Semiosphere 183

The Code of Interaction 185

The Myth of Interaction 189

What Is a Game? 191

How Do You Get Out of Here? 192

Big Game Hunting 194

Glossary 197

List of Games 203

Bibliography 205

Index 207

Game Invaders

    Product form

    £47.66

    Includes FREE delivery

    RRP £52.95 – you save £5.29 (9%)

    Order before 4pm tomorrow for delivery by Sat 20 Jun 2026.

    A Paperback by Clive Fencott, Jo Clay, Mike Lockyer

    1 in stock


      View other formats and editions of Game Invaders by Clive Fencott

      Publisher: Wiley
      Publication Date: 31/07/2012
      ISBN13: 9780470597187, 978-0470597187
      ISBN10:

      Description

      Book Synopsis

      Presenting a holistic and thoroughly practical investigation of the true nature of computer games that arms readers with a small yet powerful set of theories for developing unique approaches to understanding games. Game Invaders fully integrates genre theory, new media aesthetics, perceptual opportunities, and semiotics into a practical DIY toolkit for games analysisoffering detailed guidance for how to conduct in-depth critiques of game content and gameplay.

      Featuring an informal and witty writing style, the book devotes a number of chapters to specific games from all eras, clearly demonstrating the practical application of the theories to modern, large-scale computer games. Readers will find:

      Suggestions on how to apply the DIY package to major issues central to understanding computer games and their design Coverage of the semiotics of video games, laying the foundation for such topics as the role of agency and virtual storytelling Tasks and solutions for readers

      Trade Review

      “Intermediate game designers and students wishing to analyze video games will find this a helpful resource. Summing Up: Recommended. Upper-division undergraduates and graduate students in game design and related programs, researchers/faculty, and professionals/practitioners.” (Choice, 1 June 2013)

      “Overall, Game Invadersis both a useful and needed theoretical handbook for undergraduate students interested in thinking rigorously about computer games or for game designers who need a stronger theoretical foundation moored in agency and interaction.” (International Journal of Communication, 1 May 2013)



      Table of Contents

      Preface ix

      Abbreviations xi

      Part I Why Do People Play Games?

      1. You Are the One 3

      Tools to Think With 5

      Getting Started 8

      Summary 12

      2. Genre 13

      What Are Genres? 14

      What Are Genres For? 16

      Genre Maps 18

      Computer Game Genres 19

      A Theory of Computer Game Genres 21

      Summary 25

      Further Reading and Tasks 26

      3. Activity 29

      The Story of Activity Groups 29

      An Overview of Activity Profiles 33

      Three Driving Games 35

      Calculating Genres 38

      Summary 43

      Tasks 44

      4. Pleasure 45

      Aesthetics and Computer Games 47

      Spacewar 51

      Zork 52

      Pac-Man 56

      Comparative Aesthetics 57

      Summary 59

      Tasks 60

      5. Two Rail-Shooters 61

      Star Fox and Rez 61

      Activity Profiling and Genre Theory 63

      Applying Aesthetic Theory 65

      The Method of Game Analysis 67

      Tetsuya Mizuguchi, Rez, and Beyond 67

      Summary 69

      Further Reading and Tasks 70

      6. Why Don’t People Play Games 71

      What Do We Mean by Games? 72

      Resident Evil 73

      Why Not Ask the Players? 75

      Emotional Models of Play 76

      Player Types 79

      Demographic Research 81

      Why Don’t People Play Games? 82

      Conclusions 83

      Part II What Is a Game?

      7. Just an Ordinary Day 87

      The Glass Vial 89

      Unrealisms 90

      Perceptual Opportunities 91

      Sureties 92

      Surprises 93

      Attractors 93

      Connectors 95

      Rewards 97

      Getting It All Together in SinCity 99

      Perceptual Mapping in SinCity 100

      AS-OceanFloor 103

      Summary 108

      Further Reading and Tasks 109

      8. Big Bad Streets 111

      Driver School 111

      Sureties 113

      Surprises 114

      Driver and SinCity Comparisons 119

      Summary 122

      Further Reading and Tasks 123

      9. Time to Visit Yokosuka 125

      Shenmue 125

      Genre and Activity Profile 126

      Aesthetics 128

      Shenmue POs 129

      PSAS and Cut Scenes 131

      Interactive Storytelling? 133

      And On With General Aesthetics 134

      Summary 135

      Further Reading and Tasks 137

      10. Meaning What? 139

      Semiotics and Signs 140

      Pac-Man’s Signs 143

      Icons, Indexes, and Symbols 144

      Denotation, Connotation, and Myth 146

      Syntagms and Paradigms 148

      Codes 151

      Making Up Pac-Man 154

      Filling Gaps 155

      Summary 159

      Further Reading and Tasks 161

      11. All Work and Play 163

      The Work of Meaning 164

      Signs of Interaction 167

      The Mechanics of Interaction 170

      The Inside-Out Code 176

      Where Is the Player? 178

      Summary 180

      Further Reading and Tasks 181

      12. Big Game Hunting 183

      Semiosphere 183

      The Code of Interaction 185

      The Myth of Interaction 189

      What Is a Game? 191

      How Do You Get Out of Here? 192

      Big Game Hunting 194

      Glossary 197

      List of Games 203

      Bibliography 205

      Index 207

      Recently viewed products

      © 2026 Book Curl

        • American Express
        • Apple Pay
        • Diners Club
        • Discover
        • Google Pay
        • Maestro
        • Mastercard
        • PayPal
        • Shop Pay
        • Union Pay
        • Visa

        Login

        Forgot your password?

        Don't have an account yet?
        Create account