Game cultures: computer games as new media
Gespeichert in:
Hauptverfasser: | , |
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Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Maidenhead
Open Univ. Press
2006
|
Ausgabe: | 1. publ. |
Schriftenreihe: | Issues in cultural and media studies
|
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Beschreibung: | X, 171 S. |
ISBN: | 033521357x 0335213588 |
Internformat
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Datensatz im Suchindex
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adam_text | CONTENTS
SERIES EDITOR S FOREWORD ix
O I STUDYING COMPUTER GAMES 1
What is games culture? 2
Theories of technology 4
Interactivity 5
Spectatorship and the problem of immersion 8
Representation and simulation 10
Consumption/production 13
Technicity 15
Work and play 18
Conclusion 20
Further reading 20
O I PLAY. TECHNOLOGY AND CULTURE 22
The ludological turn 22
Play theory history 23
The rules 25
The time and space of play 28
The magic circle and its contexts seven rhetorics 29
The subject in play 32
The social subject in play 34
Gendering play space 36
Technoplay 38
Ludic cultures and critiques 39
O I GAME CULTURES
Conclusion 40
Further reading 42
O I CULTURES OF PRODUCTION 43
The Trojan Horse in the digital parlour 43
The economic system 46
The developers 46
The publishers 49
The technologists in the economic system 50
The system of technology 51
Upgrade culture 52
Making it real 53
Game engines 57
The system of culture 59
Conclusion 61
Further reading 62
O I NETWORKS OF TECHNICITY 63
Identity, culture and technology 63
Technicity and hegemony 64
Framing technicity hackers and cyborgs 65
The hacker ethos and mythos 67
The cyborg manifesto and manifestations 68
From margin to centre discourses of dominant technicity 69
Magical things of wonderment 72
Edge as cultural capital 77
Gendering technology 79
The invisible others in cyberculture 80
The other histories of computer gaming cultures 81
Conclusion 82
Further reading 83
O I COMPUTER GAME AS MEDIA TEXT? 84
Can a computer game be treated as a text? 84
Case studies in computer game analysis 86
Computer games as fictional worlds 88
Lara as object and subject 89
Identification, investment and immersion 90
Avatar as vehicle 91
Representation and experience 92
Narrative to navigation 93
CONTENTS | O
Character to capability 96
Representation to ritual 99
Conclusion 101
Further reading 103
O I m m MMti: CYBORG SUBJECTIVITY AND GAMEPLAY 104
Flow, immersion and configuration 104
Why the body matters in gameplay 106
Bodies and avatars 107
Why the cyborg? gameplay as cybernetic 108
The cyborg at the machine 110
The cyborg in the machine 111
Gameplay and technicity 113
Gameplay as cyborg performance 115
Cyborg performances and playful selves 117
Cyborgian heterotopias 118
Conclusion 119
Further reading 122
O I INTERVENTIONS AND RECUPERATIONS? 123
Computer games as co creative media 123
Aspiration, tributes and tactics 125
Productive paradox women and Quake 127
From piracy to open systems configurative practice as brand loyalty? 129
A brief history of modding 131
The age of co creative media 132
Fan art 135
Mod arts 136
Tactical arts 139
Playing at technicity 141
Conclusion 142
Further reading 143
GLOSSARY TERMS 144
REFERENCES 150
GAME06RAPHY/LUD0GRAPHY 162
INDEX 165
|
adam_txt |
CONTENTS
SERIES EDITOR'S FOREWORD ix
O I STUDYING COMPUTER GAMES 1
What is games culture? 2
Theories of technology 4
Interactivity 5
Spectatorship and the 'problem' of immersion 8
Representation and simulation 10
Consumption/production 13
Technicity 15
Work and play 18
Conclusion 20
Further reading 20
O I PLAY. TECHNOLOGY AND CULTURE 22
The ludological turn 22
Play theory history 23
The rules 25
The time and space of play 28
The magic circle and its contexts seven rhetorics 29
The subject in play 32
The social subject in play 34
Gendering play space 36
Technoplay 38
Ludic cultures and critiques 39
O I GAME CULTURES
Conclusion 40
Further reading 42
O I CULTURES OF PRODUCTION 43
The Trojan Horse in the digital parlour 43
The economic system 46
The developers 46
The publishers 49
The technologists in the economic system 50
The system of technology 51
Upgrade culture 52
Making it real 53
Game engines 57
The system of culture 59
Conclusion 61
Further reading 62
O I NETWORKS OF TECHNICITY 63
Identity, culture and technology 63
Technicity and hegemony 64
Framing technicity hackers and cyborgs 65
The hacker ethos and mythos 67
The cyborg manifesto and manifestations 68
From margin to centre discourses of dominant technicity 69
Magical things of wonderment 72
Edge as cultural capital 77
Gendering technology 79
The invisible 'others' in cyberculture 80
The 'other' histories of computer gaming cultures 81
Conclusion 82
Further reading 83
O I COMPUTER GAME AS MEDIA TEXT? 84
Can a computer game be treated as a text? 84
Case studies in computer game analysis 86
Computer games as fictional worlds 88
Lara as object and subject 89
Identification, investment and immersion 90
Avatar as 'vehicle' 91
Representation and experience 92
Narrative to navigation 93
CONTENTS | O
Character to capability 96
Representation to ritual 99
Conclusion 101
Further reading 103
O I m m MMti: CYBORG SUBJECTIVITY AND GAMEPLAY 104
Flow, immersion and configuration 104
Why the body matters in gameplay 106
Bodies and avatars 107
Why the cyborg? gameplay as cybernetic 108
The cyborg at the machine 110
The cyborg in the machine 111
Gameplay and technicity 113
Gameplay as cyborg performance 115
Cyborg performances and playful selves 117
Cyborgian heterotopias 118
Conclusion 119
Further reading 122
O I INTERVENTIONS AND RECUPERATIONS? 123
Computer games as co creative media 123
Aspiration, tributes and tactics 125
Productive paradox women and Quake 127
From piracy to open systems configurative practice as brand loyalty? 129
A brief history of modding 131
The age of co creative media 132
Fan art 135
Mod arts 136
Tactical arts 139
Playing at technicity 141
Conclusion 142
Further reading 143
GLOSSARY TERMS 144
REFERENCES 150
GAME06RAPHY/LUD0GRAPHY 162
INDEX 165 |
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author | Dovey, Jon Kennedy, Helen W. |
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dewey-ones | 306 - Culture and institutions |
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dewey-tens | 300 - Social sciences |
discipline | Informatik Soziologie Sozial-/Kulturanthropologie / Empirische Kulturwissenschaft |
discipline_str_mv | Informatik Soziologie Sozial-/Kulturanthropologie / Empirische Kulturwissenschaft |
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spelling | Dovey, Jon Verfasser aut Game cultures computer games as new media Jon Dovey and Helen W. Kennedy 1. publ. Maidenhead Open Univ. Press 2006 X, 171 S. txt rdacontent n rdamedia nc rdacarrier Issues in cultural and media studies Gesellschaft Computer games Social aspects Play (Philosophy) Popular culture Massenkultur (DE-588)4125858-7 gnd rswk-swf Computerspiel (DE-588)4010457-6 gnd rswk-swf Computerspiel (DE-588)4010457-6 s Massenkultur (DE-588)4125858-7 s DE-604 Kennedy, Helen W. Verfasser aut HBZ Datenaustausch application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=014810758&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Dovey, Jon Kennedy, Helen W. Game cultures computer games as new media Gesellschaft Computer games Social aspects Play (Philosophy) Popular culture Massenkultur (DE-588)4125858-7 gnd Computerspiel (DE-588)4010457-6 gnd |
subject_GND | (DE-588)4125858-7 (DE-588)4010457-6 |
title | Game cultures computer games as new media |
title_auth | Game cultures computer games as new media |
title_exact_search | Game cultures computer games as new media |
title_exact_search_txtP | Game cultures computer games as new media |
title_full | Game cultures computer games as new media Jon Dovey and Helen W. Kennedy |
title_fullStr | Game cultures computer games as new media Jon Dovey and Helen W. Kennedy |
title_full_unstemmed | Game cultures computer games as new media Jon Dovey and Helen W. Kennedy |
title_short | Game cultures |
title_sort | game cultures computer games as new media |
title_sub | computer games as new media |
topic | Gesellschaft Computer games Social aspects Play (Philosophy) Popular culture Massenkultur (DE-588)4125858-7 gnd Computerspiel (DE-588)4010457-6 gnd |
topic_facet | Gesellschaft Computer games Social aspects Play (Philosophy) Popular culture Massenkultur Computerspiel |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=014810758&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
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