More than a game: The computer game as fictional form
The first academic work dedicated to the study of computer games in terms of the stories they tell and the manner of their telling. Applies practices of reading texts from literary and cultural studies to consider the computer game as an emerging mode of contemporary storytelling in an accessible, readable manner. Contains detailed discussion of narrative and realism in four of the most significant games of the last decade: 'Tomb Raider', 'Half-Life', 'Close Combat' and 'Sim City'. Recognises the excitement and pleasure that has made the computer game such a massive global phenomenon.

An electronic edition of this book is freely available under a Creative Commons (CC BY-NC-ND) licence.

1112374225
More than a game: The computer game as fictional form
The first academic work dedicated to the study of computer games in terms of the stories they tell and the manner of their telling. Applies practices of reading texts from literary and cultural studies to consider the computer game as an emerging mode of contemporary storytelling in an accessible, readable manner. Contains detailed discussion of narrative and realism in four of the most significant games of the last decade: 'Tomb Raider', 'Half-Life', 'Close Combat' and 'Sim City'. Recognises the excitement and pleasure that has made the computer game such a massive global phenomenon.

An electronic edition of this book is freely available under a Creative Commons (CC BY-NC-ND) licence.

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More than a game: The computer game as fictional form

More than a game: The computer game as fictional form

by Barry Atkins
More than a game: The computer game as fictional form

More than a game: The computer game as fictional form

by Barry Atkins

Paperback(New Edition)

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Overview

The first academic work dedicated to the study of computer games in terms of the stories they tell and the manner of their telling. Applies practices of reading texts from literary and cultural studies to consider the computer game as an emerging mode of contemporary storytelling in an accessible, readable manner. Contains detailed discussion of narrative and realism in four of the most significant games of the last decade: 'Tomb Raider', 'Half-Life', 'Close Combat' and 'Sim City'. Recognises the excitement and pleasure that has made the computer game such a massive global phenomenon.

An electronic edition of this book is freely available under a Creative Commons (CC BY-NC-ND) licence.


Product Details

ISBN-13: 9780719063657
Publisher: Manchester University Press
Publication date: 05/08/2003
Edition description: New Edition
Pages: 176
Product dimensions: 5.08(w) x 7.80(h) x (d)

About the Author

Barry Atkins is Lecturer in English and Senior Learning and Teaching Fellow at Manchester Metropolitan University

Table of Contents

1. The computer game as fictional form i) The postmodern temptation ii) Reading game-fictions
2. Fantastically real: reading Tomb Raider i) Lara Crost: Action hero ii) Tomb Raider as quest narrative iii) Beating the system
3. Gritty realism: reading Half-Life i) Welcome to Black Mesa ii) I am a camera
4. Replaying history: reading Close Combat i) History in real-time ii) Counterfactual gameplay
5. Managing the real: reading SimCity i) The many worlds of SimCity ii) SimCity limits
6. More than a game?
i) Realism is dead, long live realism ii) The shape of things to come iii) The computer game as fictional form revisited
Glossary of specific game terms
Bibliography

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