An Introduction to Game Studies 9781412934466

9781412934466-An-Introduction-to-Game-Studies
Auteur: Frans MayraFrans Mayra
ISBN: 9781412934466
Druk: 1
Uitvoering: Paperback
Uitgever: Sage Publications Inc

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List of Tables and Figures

viii




List of Boxes

x
Acknowledgements xi




Introduction: what is game studies?

1(12)




Making sense of games

1(4)




A (very) short history of game studies

5(6)




Summary and conclusions

11(1)




Suggested further reading

11(1)




Orientation assignment: Personal game history

11(1)




Notes

12(1)




Game culture: meaning in games

13(17)




Games as cultural systems

13(8)




Game cultures as subcultures

21(6)




Summary and conclusions

27(1)




Suggested further reading

28(1)




Assignment: Game culture survey

28(2)




Play and games in history

30(22)




Writing for game history

30(2)




Defining games

32(5)




Prehistory of games

37(6)




Study of play in culture

43(7)




Summary and conclusions

50(1)




Suggested further reading

50(1)




Assignment: Remediation of a non-digital game

50(2)




Dual structure and the action games of the 1970s

52(16)




Digital games as multi-layered meaning-making systems

52(3)




How to define a `classic'?

55(1)




Three decades of digital games: The rise of modern information society

56(2)




Games in the 1970s: Learning the lexicon

58(3)




Pong (1972): Introducing enjoyable core gameplay

58(3)




Significance in gaming devices

61(4)




Space invaders (1978) and the playability of a shooter

62(3)




Summary and conclusions

65(1)




Suggested further reading

66(1)




Assignments on early digital games

66(2)




Adventures and other fiction in the 1980s' games

68(22)




Games and culture in the 1980s

68(10)




Pac-Man (1980) and digital game as pop culture

68(5)




Donkey Kong (1981), the rise of interactive story-worlds

73(5)




Text adventures and the evolution of computer role-playing games

78(8)




Ultima IV: Quest of the Avatar (1985) and games' thematic depth

81(5)




Summary and conclusions

86(1)




Suggested further reading

87(1)




Assignments on diversifying game cultures

87(2)




Notes

89(1)




Three-dimensionality and the early 1990s

90(28)




Debating games in the 1990s

90(1)




Meaningful audiovisual technology?

91(24)




Civilization (1991): Ideological simulation or just strategic play?

95(6)




Doom (1993): Controversy, immersion and player-created mod culture

101(14)




Summary and conclusions

115(1)




Suggested further reading

116(1)




Assignments on 3D and turn-taking

116(2)




The real and the game: game culture entering the new millennium

118(34)




Games as worlds, the world as a game

118(1)




The growth of online games

119(22)




EverQuest (1999) World of Warcraft (2004) and other virtual worlds

127(14)




Multimodal and pervasive games

141(9)




Summary and conclusions

150(1)




Suggested further reading

151(1)




Assignments on mixed reality and multiplayer games

151(1)




Preparing for a game studies project

152(19)




Learning to ask

152(3)




Selecting and building the toolbox of methods

155(12)




Humanities methods

157(1)




Social sciences methods

158(4)




Design research methods

162(3)




Game playing as a method

165(2)




Writing for an audience

167(4)
References 171(13)
Index 184