This collection explores digital games through the lens of genre analysis to establish where games are currently and establish new ground in Game Studies for the future.
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Josh Call is Professor of English at Grand View University, USA. He is a former area chair of the Game Studies Area of the National Popular Culture Association and Managing Editor of the Approaches to Digital Game Studies series for Bloomsbury Press.
Betsy Brey Instructor in Communication Arts at the University of Waterloo, Canada. She was Editor-in-Chief of online publication First Person Scholar for three years. She has published chapters in several books, as well as articles in The Journal of Contemporary Rhetoric and Rhetor.
Gerald Voorhees is an Associate Professor of Communication Arts at the University of Waterloo. He is President of the Canadian Game Studies Association (term ending July 2023) and a former member of the Digital Games Research Association executive board.
Matthew Wysocki serves as coordinator of Media Studies and Film Studies as an Associate Professor at Flagler College, USA. He also is co-area Chair of Game Studies for the Popular Culture Association/American Culture Association. He has written or co-written numerous chapters on control and player agency, a plethora of them on the BioShock series. He edited CTRL-ALT-PLAY: Essays on Control in Video Gaming (2013) and co-edited Rated M for Mature: Sex and Sexuality in Video Games from Bloomsbury (2015).
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Hardcover. Zustand: new. Hardcover. This collection expands the analytical framework of digital games by exploring them through the lens of genre analysisthe evaluation of the structural designs that provide the framework for the players experience. Each chapter in this volume attends to a unique game genre that is newly emerged or revisited, and often new under-addressed in critical scholarship to theorize where games are situated currently and establish new ground in Game Studies for the future. As video games continue to dominate the media landscape, understanding the structure and form of games is increasingly important. Despite the fluid nature of genre, there remains an intellectual and ideological power for understanding the connective tissue of game genres as creative artifacts through their relational iterations. This volume extends these ideas by considering the current framework for game genres, highlighting the additions and evolutions of the last decade. Each section in this collection revisits the idea of genre as a flexible dynamic to capture the iterative quality of the work by signaling things that exist currently, tracing their emergence and evolution, and theorizing what such affordances might mean for the future. The first section considers emerging genres as a function of the material conditions of play, and the game experience. The second section examines many of the formal/mechanical elements used to identify genres, highlighting the emergence or evolution of forms that are unique to the current landscape of games. The final section explores the function and construction of genre as affective, highlighting the expressive and persuasive potential of games to shape the audience. This collection explores digital games through the lens of genre analysis to establish where games are currently and establish new ground in Game Studies for the future. Shipping may be from multiple locations in the US or from the UK, depending on stock availability. Bestandsnummer des Verkäufers 9798765125618
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Hardcover. Zustand: new. Hardcover. This collection expands the analytical framework of digital games by exploring them through the lens of genre analysisthe evaluation of the structural designs that provide the framework for the players experience. Each chapter in this volume attends to a unique game genre that is newly emerged or revisited, and often new under-addressed in critical scholarship to theorize where games are situated currently and establish new ground in Game Studies for the future. As video games continue to dominate the media landscape, understanding the structure and form of games is increasingly important. Despite the fluid nature of genre, there remains an intellectual and ideological power for understanding the connective tissue of game genres as creative artifacts through their relational iterations. This volume extends these ideas by considering the current framework for game genres, highlighting the additions and evolutions of the last decade. Each section in this collection revisits the idea of genre as a flexible dynamic to capture the iterative quality of the work by signaling things that exist currently, tracing their emergence and evolution, and theorizing what such affordances might mean for the future. The first section considers emerging genres as a function of the material conditions of play, and the game experience. The second section examines many of the formal/mechanical elements used to identify genres, highlighting the emergence or evolution of forms that are unique to the current landscape of games. The final section explores the function and construction of genre as affective, highlighting the expressive and persuasive potential of games to shape the audience. This collection explores digital games through the lens of genre analysis to establish where games are currently and establish new ground in Game Studies for the future. Shipping may be from our UK warehouse or from our Australian or US warehouses, depending on stock availability. Bestandsnummer des Verkäufers 9798765125618
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Hardcover. Zustand: new. Hardcover. This collection expands the analytical framework of digital games by exploring them through the lens of genre analysisthe evaluation of the structural designs that provide the framework for the players experience. Each chapter in this volume attends to a unique game genre that is newly emerged or revisited, and often new under-addressed in critical scholarship to theorize where games are situated currently and establish new ground in Game Studies for the future. As video games continue to dominate the media landscape, understanding the structure and form of games is increasingly important. Despite the fluid nature of genre, there remains an intellectual and ideological power for understanding the connective tissue of game genres as creative artifacts through their relational iterations. This volume extends these ideas by considering the current framework for game genres, highlighting the additions and evolutions of the last decade. Each section in this collection revisits the idea of genre as a flexible dynamic to capture the iterative quality of the work by signaling things that exist currently, tracing their emergence and evolution, and theorizing what such affordances might mean for the future. The first section considers emerging genres as a function of the material conditions of play, and the game experience. The second section examines many of the formal/mechanical elements used to identify genres, highlighting the emergence or evolution of forms that are unique to the current landscape of games. The final section explores the function and construction of genre as affective, highlighting the expressive and persuasive potential of games to shape the audience. This collection explores digital games through the lens of genre analysis to establish where games are currently and establish new ground in Game Studies for the future. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability. Bestandsnummer des Verkäufers 9798765125618
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Buch. Zustand: Neu. Emerging Genres | New Formations of Games | Joshua Call (u. a.) | Buch | Englisch | 2026 | Bloomsbury Academic | EAN 9798765125618 | Verantwortliche Person für die EU: Libri GmbH, Europaallee 1, 36244 Bad Hersfeld, gpsr[at]libri[dot]de | Anbieter: preigu Print on Demand. Bestandsnummer des Verkäufers 134445026
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