The Meaning of Video Games: Gaming and Textual StrategiesRoutledge, 2008年4月11日 - 208 頁 The Meaning of Video Games takes a textual studies approach to an increasingly important form of expression in today’s culture. It begins by assuming that video games are meaningful–not just as sociological or economic or cultural evidence, but in their own right, as cultural expressions worthy of scholarly attention. In this way, this book makes a contribution to the study of video games, but it also aims to enrich textual studies. Early video game studies scholars were quick to point out that a game should never be reduced to merely its "story" or narrative content and they rightly insist on the importance of studying games as games. But here Steven E. Jones demonstrates that textual studies–which grows historically out of ancient questions of textual recension, multiple versions, production, reproduction, and reception–can fruitfully be applied to the study of video games. Citing specific examples such as Myst and Lost, Katamari Damacy, Halo, Façade, Nintendo’s Wii, and Will Wright’s Spore, the book explores the ways in which textual studies concepts–authorial intention, textual variability and performance, the paratext, publishing history and the social text–can shed light on video games as more than formal systems. It treats video games as cultural forms of expression that are received as they are played, out in the world, where their meanings get made. |
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第 1 到 5 筆結果,共 54 筆
... kindof disciplinary purity that would ensure autonomous departments, classes, and research funding and would allow specialists to concentrate their energies on games asa unique object of attention. Still, the cultural andmedia studies ...
... kindof culturalism tends totreat gamesas just another“medium” like other media,a productofthe culture industry andaway of perpetuating thedominant ideologyor (in its postmodernversion) substitutingasimulated realityforthe material world ...
... kind of marketing tools isjust waste oftimeandenergy.” 7 I have nodesire to revisit the gamevs. story debate (though it did in facttakeplace). Ionly mentionithere andin the chapters that follow inorderto providea context for whatIam ...
... kind of divided attention is, I think, the norm in playing video games,the statistically typical style. Successful gamers haveto remain partly inthe gameand partly in the world (if only meters orhow the console setupis tomonitor their ...
... you have to agree to “see” it as the space of the game, forthe duration of the game. Maybe another time, you'll modify or reconfigure it, becausethat possibilitytoois always inherent in, built into, the kind of constructed spaces that.
內容
The game of Lost 19 | |
Collecting KatamariDamacy47 3 The Halo universe 69 4 The game behind Façade 97 | |
AnticipatingSpore150 | |