Handbook of Computer Game Studies

ISBN 13: 9780262516587

Handbook of Computer Game Studies

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9780262516587: Handbook of Computer Game Studies

New media students, teachers, and professionals have long needed a comprehensive scholarly treatment of digital games that deals with the history, design, reception, and aesthetics of games along with their social and cultural context. The Handbook of Computer Game Studies fills this need with a definitive look at the subject from a broad range of perspectives. Contributors come from cognitive science and artificial intelligence, developmental, social, and clinical psychology, history, film, theater, and literary studies, cultural studies, and philosophy as well as game design and development. The text includes both scholarly articles and journalism from such well-known voices as Douglas Rushkoff, Sherry Turkle, Henry Jenkins, Katie Salen, Eric Zimmerman, and others.Part I considers the "prehistory" of computer games (including slot machines and pinball machines), the development of computer games themselves, and the future of mobile gaming. The chapters in part II describe game development from the designer's point of view, including the design of play elements, an analysis of screenwriting, and game-based learning. Part III reviews empirical research on the psychological effects of computer games, and includes a discussion of the use of computer games in clinical and educational settings. Part IV considers the aesthetics of games in comparison to film and literature, and part V discusses the effect of computer games on cultural identity, including gender and ethnicity. Finally, part VI looks at the relation of computer games to social behavior, considering, among other matters, the inadequacy of laboratory experiments linking games and aggression and the different modes of participation in computer game culture.

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Joost Raessens
Editore: MIT PRESS, United States (2011)
ISBN 10: 0262516586 ISBN 13: 9780262516587
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Descrizione libro MIT PRESS, United States, 2011. Trade Paperback. Condizione libro: New. TRADE PAPERBACK Legendary independent bookstore online since 1994. Reliable customer service and no-hassle return policy. Hobbies, Crafts, and Leisure>Games>Video Games. Book: NEW, New. Bookseller Inventory # 01978026251658700. Codice libro della libreria 01978026251658700

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Descrizione libro The MIT Press, 2011. Paperback. Condizione libro: New. book. Codice libro della libreria 0262516586

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Descrizione libro MIT Press. Condizione libro: New. Brand New. Codice libro della libreria 0262516586

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Descrizione libro MIT Press Ltd, United States, 2011. Paperback. Condizione libro: New. 272 x 208 mm. Language: English . Brand New Book. New media students, teachers, and professionals have long needed a comprehensive scholarly treatment of digital games that deals with the history, design, reception, and aesthetics of games along with their social and cultural context. The Handbook of Computer Game Studies fills this need with a definitive look at the subject from a broad range of perspectives. Contributors come from cognitive science and artificial intelligence, developmental, social, and clinical psychology, history, film, theater, and literary studies, cultural studies, and philosophy as well as game design and development. The text includes both scholarly articles and journalism from such well-known voices as Douglas Rushkoff, Sherry Turkle, Henry Jenkins, Katie Salen, Eric Zimmerman, and others.Part I considers the prehistory of computer games (including slot machines and pinball machines), the development of computer games themselves, and the future of mobile gaming. The chapters in part II describe game development from the designer s point of view, including the design of play elements, an analysis of screenwriting, and game-based learning. Part III reviews empirical research on the psychological effects of computer games, and includes a discussion of the use of computer games in clinical and educational settings. Part IV considers the aesthetics of games in comparison to film and literature, and part V discusses the effect of computer games on cultural identity, including gender and ethnicity. Finally, part VI looks at the relation of computer games to social behavior, considering, among other matters, the inadequacy of laboratory experiments linking games and aggression and the different modes of participation in computer game culture. Codice libro della libreria AAH9780262516587

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Editore: MIT Press Ltd, United States (2011)
ISBN 10: 0262516586 ISBN 13: 9780262516587
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Descrizione libro MIT Press Ltd, United States, 2011. Paperback. Condizione libro: New. 272 x 208 mm. Language: English . Brand New Book. New media students, teachers, and professionals have long needed a comprehensive scholarly treatment of digital games that deals with the history, design, reception, and aesthetics of games along with their social and cultural context. The Handbook of Computer Game Studies fills this need with a definitive look at the subject from a broad range of perspectives. Contributors come from cognitive science and artificial intelligence, developmental, social, and clinical psychology, history, film, theater, and literary studies, cultural studies, and philosophy as well as game design and development. The text includes both scholarly articles and journalism from such well-known voices as Douglas Rushkoff, Sherry Turkle, Henry Jenkins, Katie Salen, Eric Zimmerman, and others.Part I considers the prehistory of computer games (including slot machines and pinball machines), the development of computer games themselves, and the future of mobile gaming. The chapters in part II describe game development from the designer s point of view, including the design of play elements, an analysis of screenwriting, and game-based learning. Part III reviews empirical research on the psychological effects of computer games, and includes a discussion of the use of computer games in clinical and educational settings. Part IV considers the aesthetics of games in comparison to film and literature, and part V discusses the effect of computer games on cultural identity, including gender and ethnicity. Finally, part VI looks at the relation of computer games to social behavior, considering, among other matters, the inadequacy of laboratory experiments linking games and aggression and the different modes of participation in computer game culture. Codice libro della libreria AAH9780262516587

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Descrizione libro MIT Press, 2011. PAP. Condizione libro: New. New Book. Shipped from UK in 4 to 14 days. Established seller since 2000. Codice libro della libreria WM-9780262516587

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Editore: The MIT Press (2011)
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Descrizione libro The MIT Press, 2011. Paperback. Condizione libro: New. Codice libro della libreria P110262516586

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Descrizione libro 2011. Paperback. Condizione libro: NEW. 9780262516587 This listing is a new book, a title currently in-print which we order directly and immediately from the publisher. Codice libro della libreria HTANDREE01142814

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Descrizione libro 2011. Paperback. Condizione libro: New. 206mm x 25mm x 269mm. Paperback. New media students, teachers, and professionals have long needed a comprehensive scholarly treatment of digital games that deals with the history, design, reception, and aesthetics of game.Shipping may be from multiple locations in the US or from the UK, depending on stock availability. 472 pages. 1.134. Codice libro della libreria 9780262516587

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Descrizione libro 2011. Paperback. Condizione libro: New. 1. Paperback. Codice libro della libreria MM-48013773

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