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Book Synopsis
Videogame, player, text examines the playing and playful subject through a series of analytical essays focused on particular videogames. -- .

Table of Contents

Introduction: Videogame, player, text - Barry Atkins and Tanya Krzywinska
1. Beyond Ludus: narrative, videogames and the split condition of digital textuality - Marie-Laure Ryan
2. All too urban: to live and die in SimCity - Matteo Bittanti
3. Play, modality and claims of realism in Full Spectrum Warrior - Geoff King
4. Why am I in Vietnam? – The history of a video game - Jon Dovey
5. “It’s Not Easy Being Green”: real-time game performance in Warcraft - Henry Lowood
6. Being a determined agent in (the) World of Warcraft: text/playidentity - Tanya Krzywinska
7. Female Quake players and the politics of identity - Helen W. Kennedy
8. Of eye candy and id: the terrors and pleasures of Doom 3 - Bob Rehak
9. Second Life: the game of virtual life - Alison McMahan
10. Playing to solve Savoir-Faire - Nick Montfort
11. Without a goal - on open and expressive games - Jesper Juul
12. Pleasure, spectacle and reward in Capcom’s Street Fighter series - David Surman
13. The trouble with Civilization - Diane Carr
14. Killing time: time past, time present and time future in Prince of Persia: The Sands of Time - Barry Atkins

Videogame player text

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    A Paperback by Barry Atkins, Tanya Krzywinska

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      View other formats and editions of Videogame player text by Barry Atkins

      Publisher: Manchester University Press
      Publication Date: 11/1/2007 12:00:00 AM
      ISBN13: 9780719074011, 978-0719074011
      ISBN10: 0719074010

      Description

      Book Synopsis
      Videogame, player, text examines the playing and playful subject through a series of analytical essays focused on particular videogames. -- .

      Table of Contents

      Introduction: Videogame, player, text - Barry Atkins and Tanya Krzywinska
      1. Beyond Ludus: narrative, videogames and the split condition of digital textuality - Marie-Laure Ryan
      2. All too urban: to live and die in SimCity - Matteo Bittanti
      3. Play, modality and claims of realism in Full Spectrum Warrior - Geoff King
      4. Why am I in Vietnam? – The history of a video game - Jon Dovey
      5. “It’s Not Easy Being Green”: real-time game performance in Warcraft - Henry Lowood
      6. Being a determined agent in (the) World of Warcraft: text/playidentity - Tanya Krzywinska
      7. Female Quake players and the politics of identity - Helen W. Kennedy
      8. Of eye candy and id: the terrors and pleasures of Doom 3 - Bob Rehak
      9. Second Life: the game of virtual life - Alison McMahan
      10. Playing to solve Savoir-Faire - Nick Montfort
      11. Without a goal - on open and expressive games - Jesper Juul
      12. Pleasure, spectacle and reward in Capcom’s Street Fighter series - David Surman
      13. The trouble with Civilization - Diane Carr
      14. Killing time: time past, time present and time future in Prince of Persia: The Sands of Time - Barry Atkins

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