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The Pleasures of Computer Gaming : Essays on Cultural History, Theory and Aesthetics.

Author: Melanie Swalwell; Jason Wilson
Publisher: Jefferson : McFarland & Company, Inc., Publishers, 2008.
Edition/Format:   eBook : Document : EnglishView all editions and formats
Summary:
This collection of essays situates the digital gaming phenomenon alongside broader debates in cultural and media studies. Contributors to this volume maintain that computer games are not simply toys, but rather circulate as commodities, new media technologies, and items of visual culture that are embedded in complex social practices. Apart from placing games within longer arcs of cultural history and broader  Read more...
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Genre/Form: Electronic books
Additional Physical Format: Print version:
Swalwell, Melanie.
Pleasures of Computer Gaming : Essays on Cultural History, Theory and Aesthetics.
Jefferson : McFarland & Company, Inc., Publishers, ©2008
Material Type: Document, Internet resource
Document Type: Internet Resource, Computer File
All Authors / Contributors: Melanie Swalwell; Jason Wilson
ISBN: 9780786451203 0786451203
OCLC Number: 867930457
Description: 1 online resource (204 pages)
Contents: The Pleasures of Computer Gaming; Introduction; 1. Little Jesuses and *@#?-offRobots: On Cybernetics, Aesthetics, and Not Being Very Good at LegoStar Wars; 2. Gaming/Gambling: Addiction and the Videogame Experience; 3. Forbidden Pleasures: Cheating in Computer Games; 4. Movement and Kinaesthetic Responsiveness: A Neglected Pleasure; 5. "Participation TV": Videogame Archaeology and New Media Art; 6. The Navigator's Experience: An Examination of the Spatial in Computer Games; 7. Wargaming and Computer Games: Fun with the Future; 8. Gameplay as Thirdspace; About the Contributors; Index.

Abstract:

This collection of essays situates the digital gaming phenomenon alongside broader debates in cultural and media studies. Contributors to this volume maintain that computer games are not simply toys, but rather circulate as commodities, new media technologies, and items of visual culture that are embedded in complex social practices. Apart from placing games within longer arcs of cultural history and broader critical debates, the contributors to this volume all adopt a pedagogical and theoretical approach to studying games and gameplay, drawing on the interdisciplinary resources of the humanit.

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