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 49 筆
... Space Invaders screenshot (online emulator) 85 3.6 The IvanhoeGame (www.patacriticism.org/ivanhoe/) 95 4.1 Screenshot from Façade: Welcome 98 4.2 Screenshot from Façade: Grace and Trip 104 5.1 Actors playing atplaying theWiiin a ...
... spaces ofMUDs (multiuser domain, dimension or dungeon) and MOOs (MUD object oriented), as well as some early computer games, fromthe perspective of literary theory or cultural studies,alongside hypertext andother emergingforms of ...
... space.The primary artistic medium ofthe novel is locative art, whichmakes use of“spatially tagged hypermedia” to create “annotated environments” by overlaying crafted images anddata onto geographical locations. The plotturnsona ...
... space behind the glass. 18 The iconic Neuromancer (1984) was about human and artificial intelligence,both formsof consciousness, inhabiting the global network, andits vision ofthe“bodiless exultationof cyberspace” became awidespread ...
... space of play is not impermeable, hermetically sealed. It hasbecome common for game theorists,especially ludologists, tocite Homo Ludens: AStudy o thePlay Element in Culture (1938) by Dutch historian, Johan Huizinga. Huizinga's book ...
內容
The game of Lost 19 | |
Collecting KatamariDamacy47 3 The Halo universe 69 4 The game behind Façade 97 | |
AnticipatingSpore150 | |