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Videogames

Autore: James Newman
Editore: London ; New York : Routledge, 2013.
Edizione/Formato:   Libro : English : 2nd edVedi tutte le edizioni e i formati
Banca dati:WorldCat
Sommario:
"James Newman's lucid and engaging introduction guides the reader through the world of videogaming, providing a history of the videogame from its origins in the computer lab to its contemporary status as a global entertainment industry, with characters such as Lara Croft and Sonic the Hedgehog familiar even to those who've never been near a games console. Topics covered include: classifications, game theory and  Per saperne di più…
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Genere/forma: Gidsen (vorm)
Tipo documento: Book
Tutti gli autori / Collaboratori: James Newman
ISBN: 9780415669153 0415669154 9780415669160 0415669162 9780203143421 0203143426
Numero OCLC: 795909429
Note: Originally published 2004.
Descrizione: x, 182 p. ; 24 cm.
Contenuti: Videogame studies? --
Definitions --
Industries --
Players --
Structures --
Narratives --
Spatialities --
Characters --
Preservation and piracy
Responsabilità: James Newman.
Maggiori informazioni:

Abstract:

"James Newman's lucid and engaging introduction guides the reader through the world of videogaming, providing a history of the videogame from its origins in the computer lab to its contemporary status as a global entertainment industry, with characters such as Lara Croft and Sonic the Hedgehog familiar even to those who've never been near a games console. Topics covered include: classifications, game theory and interactivity - what is a videogame? the videogame audience the videogame industry videogame structure narratives and play- approaches to the study of videogames videogames, avatars and virtual worlds social gaming and the culture of videogames This second edition updates the book to include recent developments such as: the popularity of the wii and the increase in non-traditional gamers and more physical gaming the development of MMOGs (massively multiplayer online games) such as World of Warcraft games being downloaded as apps or accessed via mobile phones, iPods and social networking sites"--

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'A wealth of well-written, scholarly but accessible perspectives on industry practice and commerical imperatives ... Newman can do this only because he is a serious games scholar.' - Media Educaiton Per saperne di più…

 
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