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–adventure games. It combines methods of textual analysis and audience research, showing how the combination of such methods can give a more complete picture of these playable texts and the fan cultures they generate. Clearly written and engaging, it will be a key text for students in the field and for all those with an interest in taking games seriously.
This is clearly an important contribution to a growing academic field, and will no doubt become important in many future discussions about digital games and play.
What new game will you create with the power of Python? The projects in this book are compatible with Python 3.
Starting with the basic capability of acting in the game world, the book explains how to develop NPCs who can perceive, remem
... 132, 227 Hanson, A. R., 72 Harman, H. H., 199, 203 Harp, S. F., 71 Hattie,J., 67, 77, 99, 147, 184 Hayes, R. T., ... A. J., 104 Lee, C., 150, 150t Lee, G., 156t, 158 Lee, H., 156t, 157 Lee, J., 21 Leinhardt, G., 234 Lepper, M. R., ...
Feinstein, K. (1999) Interviewed in 'Towards a Definition of Videogames', Electronic Conservancy, online at . Feuerstein, R. (1979) Dynamic Assessment of Retarded Performers, Baltimore, Md: University ...
The essential guide to solving algorithmic and networking problems in commercial computer games, revised and extended Algorithms and Networking for Computer Games, Second Edition is written from the perspective of the computer scientist.
In Philosophy Through Video Games, Jon Cogburn and Mark Silcox - philosophers with game industry experience - investigate the aesthetic appeal of video games, their effect on our morals, the insights they give us into our understanding of ...
Evaluates a controversial theory about the educational potential of computer games, revealing how specific games can teach children how to develop creative thinking processes akin to those of today's successful professionals.
This book constitutes the refereed conference proceedings of the 15th International Conference, ACG 2017, held in Leiden, The Netherlands, in July 2017.The 19 revised full papers were selected from 23 submissions and cover a wide range of ...
Contracts as private law in video games and immersive entertainment -- Copyright law -- Patents : real -world issues in mixed realities -- Implications of video games and immersive entertainment in trademark law -- Implications of video ...