Game Invaders

Game Invaders
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The Theory and Understanding of Computer Games
 E-Book
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Artikel-Nr:
9781118347577
Veröffentl:
2012
Einband:
E-Book
Seiten:
240
Autor:
Clive Fencott
eBook Typ:
EPUB
eBook Format:
Reflowable E-Book
Kopierschutz:
Adobe DRM [Hard-DRM]
Sprache:
Englisch
Beschreibung:

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 analysis offering 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 wishing to practice techniques introduced in the book A companion website featuring access to an app that enables the reader to conduct their own activity profiling of games An important resource for those wishing to dig deeper into the games they design, Game Invaders gives game designers the skills they need to stand out from the crowd. It is also a valuable guide for anyone wishing to learn more about computer games, virtual reality, and new media.
Presenting a holistic and thoroughly practical investigation ofthe true nature of computer games that arms readers with a smallyet powerful set of theories for developing unique approaches tounderstanding games. Game Invaders fully integrates genre theorynew media aesthetics, perceptual opportunities, and semiotics intoa practical DIY toolkit for games analysis--offering detailedguidance for how to conduct in-depth critiques of game content andgameplay.Featuring an informal and witty writing style, the book devotesa number of chapters to specific games from all eras, clearlydemonstrating the practical application of the theories to modernlarge-scale computer games. Readers will find:* Suggestions on how to apply the DIY package to majorissues central to understanding computer games and their design* Coverage of the semiotics of video games, laying thefoundation for such topics as the role of agency and virtualstorytelling * Tasks and solutions for readers wishing topractice techniques introduced in the book * A companionwebsite featuring access to an app that enables the reader toconduct their own activity profiling of gamesAn important resource for those wishing to dig deeper into thegames they design, Game Invaders gives game designers the skillsthey need to stand out from the crowd. It is also a valuable guidefor anyone wishing to learn more about computer games, virtualreality, and new media.
Preface ixAbbreviations xiPart I Why Do People Play Games?1. You Are the One 3Tools to Think With 5Getting Started 8Summary 122. Genre 13What Are Genres? 14What Are Genres For? 16Genre Maps 18Computer Game Genres 19A Theory of Computer Game Genres 21Summary 25Further Reading and Tasks 263. Activity 29The Story of Activity Groups 29An Overview of Activity Profiles 33Three Driving Games 35Calculating Genres 38Summary 43Tasks 444. Pleasure 45Aesthetics and Computer Games 47Spacewar 51Zork 52Pac-Man 56Comparative Aesthetics 57Summary 59Tasks 605. Two Rail-Shooters 61Star Fox and Rez 61Activity Profiling and Genre Theory 63Applying Aesthetic Theory 65The Method of Game Analysis 67Tetsuya Mizuguchi, Rez, and Beyond 67Summary 69Further Reading and Tasks 706. Why Don't People Play Games 71What Do We Mean by Games? 72Resident Evil 73Why Not Ask the Players? 75Emotional Models of Play 76Player Types 79Demographic Research 81Why Don't People Play Games? 82Conclusions 83Part II What Is a Game?7. Just an Ordinary Day 87The Glass Vial 89Unrealisms 90Perceptual Opportunities 91Sureties 92Surprises 93Attractors 93Connectors 95Rewards 97Getting It All Together in SinCity 99Perceptual Mapping in SinCity 100AS-OceanFloor 103Summary 108Further Reading and Tasks 1098. Big Bad Streets 111Driver School 111Sureties 113Surprises 114Driver and SinCity Comparisons 119Summary 122Further Reading and Tasks 1239. Time to Visit Yokosuka 125Shenmue 125Genre and Activity Profile 126Aesthetics 128Shenmue POs 129PSAS and Cut Scenes 131Interactive Storytelling? 133And On With General Aesthetics 134Summary 135Further Reading and Tasks 13710. Meaning What? 139Semiotics and Signs 140Pac-Man's Signs 143Icons, Indexes, and Symbols 144Denotation, Connotation, and Myth 146Syntagms and Paradigms 148Codes 151Making Up Pac-Man 154Filling Gaps 155Summary 159Further Reading and Tasks 16111. All Work and Play 163The Work of Meaning 164Signs of Interaction 167The Mechanics of Interaction 170The Inside-Out Code 176Where Is the Player? 178Summary 180Further Reading and Tasks 18112. Big Game Hunting 183Semiosphere 183The Code of Interaction 185The Myth of Interaction 189What Is a Game? 191How Do You Get Out of Here? 192Big Game Hunting 194Glossary 197List of Games 203Bibliography 205Index 207

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