Description
Discover the captivating world of 'Videogame, Player, Text', a scholarly collection that intertwines the essence of gaming with critical analysis. This book delves into the intricate relationship between players and videogames through a series of thought-provoking essays penned by internationally acclaimed game scholars. Published by Manchester University Press in 2007 and in BRAND NEW condition, this insightful volume focuses on the unique dynamics of gameplay and its transformative experiences. The essays within address a plethora of engaging topics such as online multiplayer interactions, clan dynamics, competitive and co-operative gameplay, player modifications, and the rich narratives produced by gaming icons like The Sims, Grand Theft Auto, Prince of Persia, Doom, Quake, World of Warcraft, Street Fighter, and Civilization. As gamers seek deeper understanding and enjoyment, this book stands as a vital resource that eloquently explores how videogames communicate meanings, providing endless pleasures while shaping the player identity. Perfect for scholars, casual gamers, and enthusiasts alike, 'Videogame, Player, Text' offers a comprehensive look at the multifaceted engagement with videogame texts as a modern form of entertainment. Enjoy FREE SHIPPING on your order, with an expected delivery timeframe of up to 6 weeks. Please note, once your order is placed, it cannot be cancelled.
Note: Shipping for this item is free. Please allow up to 6 weeks for delivery. Once your order is placed, it cannot be cancelled.
Condition: BRAND NEW
ISBN: 9780719074011
Year: 2007
Publisher: Manchester University Press
Description:
Videogame, player, text examines the playing and playful subject through a series of analytical essays focused on particular videogames and playing experiences. With essays from a range of internationally renowned game scholars, the major aim of this collection is to show how it is that videogames communicate their meanings and provide their pleasures. Each essay focuses on specific examples of gameplay dynamics to tease out the specificities of videogames as a new form of interaction between text and digital technology for the purposes of entertainment. That modes of engagement with the videogame text are many and varied, and construct the playing subject in different ways, provides the central theme of Videogame,player, text. Online play, clan membership, competitive or co-operative play, player modification of game texts, and the solo play of a single player are each addressed through individual analyses of the gameplay experiences produced by, for example, The Sims, Grand Theft Auto, Prince of Persia, Doom, Quake, World of Warcraft, StreetFighter and Civilisation. -- .
Note: Shipping for this item is free. Please allow up to 6 weeks for delivery. Once your order is placed, it cannot be cancelled.
Condition: BRAND NEW
ISBN: 9780719074011
Year: 2007
Publisher: Manchester University Press
Description:
Videogame, player, text examines the playing and playful subject through a series of analytical essays focused on particular videogames and playing experiences. With essays from a range of internationally renowned game scholars, the major aim of this collection is to show how it is that videogames communicate their meanings and provide their pleasures. Each essay focuses on specific examples of gameplay dynamics to tease out the specificities of videogames as a new form of interaction between text and digital technology for the purposes of entertainment. That modes of engagement with the videogame text are many and varied, and construct the playing subject in different ways, provides the central theme of Videogame,player, text. Online play, clan membership, competitive or co-operative play, player modification of game texts, and the solo play of a single player are each addressed through individual analyses of the gameplay experiences produced by, for example, The Sims, Grand Theft Auto, Prince of Persia, Doom, Quake, World of Warcraft, StreetFighter and Civilisation. -- .