Videogames

Videogames

by James Newman
     
 

ISBN-10: 041528192X

ISBN-13: 9780415281928

Pub. Date: 09/28/2003

Publisher: Taylor & Francis

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 game console.

Overview

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 game console.

Product Details

ISBN-13:
9780415281928
Publisher:
Taylor & Francis
Publication date:
09/28/2003
Series:
Routledge Introductions to Media and Communications Series
Edition description:
Older Edition
Pages:
208
Product dimensions:
5.40(w) x 8.40(h) x 0.60(d)

Table of Contents

List of tablesviii
Series editor's prefaceix
1Why study videogames?1
Taking games seriously1
Why study videogames?3
Why have academics ignored computer games?5
2What is a videogame? Rules, puzzles and simulations: defining the object of study9
Super Mario, Tamagotchi, Furby and AIBO9
Classifying videogames11
Ludic context: coin-op vs home systems13
What a videogame isn't15
Why do players play?16
Rules, winning and losing: videogames as games18
Paidea and ludus in videogames20
Types of game22
Videogames and interactivity26
So, what exactly is a videogame?27
3Manufacturing fun: platforms, development, publishing and creativity29
Videogames in transition29
Videogames and technology30
Scrolling, exploration and memory: producing and storing videogame spaces31
Complexity and diversity33
The modern development studio36
Divisions and roles37
Management and design38
Quality assurance41
Videogame platforms43
Finance, publishing and risk46
4Videogame players: who plays, for how long and what it's doing to them49
The continuing myth of the videogame audience49
Generation PSX, mainstream and hardcore: targeting the audience50
Boys only? Audience demographics53
Just five more minutes ... measuring audience behaviour58
Game panics: 'effects' research and the inscribed audience61
Assessing the research66
5Videogame structure: levels, breaks and intermissions71
Non-interactivity in the interactive videogame71
Level differentiation77
Between levels82
Save-die-restart: maintaining challenge in multi-session games84
The durability of inter-level breaks87
6Narrative and play, audiences and players: approaches to the study of videogames91
Ludology and narratology91
PlayStation, CD-ROM and the cut-scene92
The trouble with cut-scenes: 'active' and 'passive', 'stories' and 'instructions'94
The (inter)active audience94
The function of cut-scenes98
Narrative and new media100
Game time103
7Videogames, space and cyberspace: exploration, navigation and mastery107
Adventures in space107
Videogames and cyberspace109
Spaces to play in and with111
Videogames as spatial stories113
Spatial typologies115
Navigating cyberspaces118
Space and gameplay121
8Videogame players and characters: narrative functions and feeling cyborgs127
The videogame character as cultural icon127
The lives of Mario129
Developing characters132
Player preferences134
Experiencing at first hand: being and watching the Hero139
Behind the visual141
9Social gaming and the culture of videogames: competition and collaboration on and off screen145
The myth of the solitary gamer145
The videogame as social space149
Videogame culture152
Sharing strategy157
Fans as media producers159
10Future gaming: online/mobile/retro163
From Pong to PlayStation163
Have we played the future? Retrogaming and emulation165
Continuity168
Where next?168
Bibliography171
Index193

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