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. |
搜尋書籍內容
第 1 到 5 筆結果,共 79 筆
... players whoshared their experienceswith me for chapter 3, including two anonymous friendsof the formidable Megan Milliken andtwo anonymous Loyola University students (“John” and “Dave”). In thegame studies community, I'm grateful ...
... parts of complex social networks, andthatmeanings flow through video games, and are produced at theirprompting by communities of players. The meanings ofvideogames are functions of their use within social networks, which link up.
... players, reviewers, critics, and fansinparticular times andplaces and through specific acts of gameplay or discourse aboutgames. As I say, sociologists, anthropologists, cultural studies scholars, and mediaspecialists have for ...
... Players make games meaningful, make their meanings, astheyplay them, talk about them, reconfigure them,and play themagain. They inevitably dosoasmembers of various overlappingcommunities. As Henry Jenkinsargues, onlinefan communities ...
... player is aware of every aspectof this extended “game;”it's a collectiveandpotential reality,a transmedia, multidimensional ... players engage in an elaborate gameof makebelieve outintheworld; theymayuse websites, TVshowsorads, payphones ...
內容
The game of Lost 19 | |
Collecting KatamariDamacy47 3 The Halo universe 69 4 The game behind Façade 97 | |
AnticipatingSpore150 | |