An introduction to game studies: games in culture
Gespeichert in:
1. Verfasser: | |
---|---|
Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Los Angeles [u.a.]
SAGE
2008
|
Ausgabe: | 1. publ. |
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis Klappentext |
Beschreibung: | Hier auch später erschienene, unveränderte Nachdrucke |
Beschreibung: | IX, 196 S. Ill., graph. Darst. |
ISBN: | 9781412934459 9781412934466 |
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Datensatz im Suchindex
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adam_text | CONTENTS
List of Tables and Figures viii
List of Boxes x
Acknowledgements xi
1 Introduction: what is game studies? 1
Making sense of games 1
A (very) short history of game studies 5
Summary and conclusions 11
Suggested further reading 1 ]
Orientation assignment: Personal game history 11
Notes 12
2 Game culture: meaning in games 13
Games as cultural systems 13
Game cultures as subcultures 21
Summary and conclusions 27
Suggested further reading 28
Assignment: Game culture survey 28
3 Play and games in history 30
Writing for game history 30
Defining games 32
Prehistory of games 37
Study of play in culture 43
Summary and conclusions 50
Suggested further reading 50
Assignment: Remediation of a non-digital game 50
4 Dual structure and the action games of the 1970s 52
Digital games as multi-layered meaning-making systems 52
How to define a classic? 55
Three decades of digital games: The rise of modern
information society 56
Games in the 1970s: Learning the lexicon 58
Pong (1972]: Introducing enjoyable core gameplay 58
Significance in gaming devices 61
Space invaders (1978) and the payability of a shooter 62
Summary and conclusions 65
Suggested further reading 66
Assignments on early digital games 66
5 Adventures and other fiction in the 1980s games 68
Games and culture in the 1980s 68
Pac-Man (1980) and digital game as pop culture 68
Donkey Kong (1981), the rise of interactive story-worlds 73
Text adventures and the evolution of computer role-playing games 78
Ultima IV: Quest of the Avatar (1985) and games
thematic depth 81
Summary and conclusions 86
Suggested further reading 87
Assignments on diversifying game cultures 87
Notes 89
6 Three-dimensionality and the early 1990s 90
Debating games in the 1990s 90
Meaningful audiovisual technology? 91
Civilization (1991): Ideological simulation or just
strategic play? 95
Doom (1993): Controversy, immersion and player-created
mod culture 101
Summary and conclusions 115
Suggested further reading 116
Assignments on 3D and turn-taking 116
7 The real and the game: game culture entering the new millennium 118
Games as worlds, the world as a game 118
The growth of online games 119
EverQuest (1999) World ofWarcraft (2004) and other
virtual worlds 127
Multimodal and pervasive games 141
Summary and conclusions 150
Suggested further reading 151
Assignments on mixed reality and multiplayer games 151
CONTENTS
8 Preparing for a game studies project 152
Learning to ask 152
Selecting and building the toolbox of methods 155
Humanities methods 157
Social sciences methods 158
Design research methods 162
Game playing as a method 165
Writing for an audience 167
References 171
Index 184
CONTENTS
LIST OF TABLES AND FIGURES
TABLES
5.1 All-time top twenty games by sales 77
5.2 Four game categories as a matrix between the temporality of
interaction and the randomness of game world 80
5.3 The Ultima IV virtues, character classes and starting towns 83
7.1 Available subscription data for twenty popular online
game worlds 134
7.2 Ten different player perceptions of RMT [real money trade] 140
8.1 Selected titles of papers presented in Chancing Views - Worlds
in Play 155
FIGURES
1.1 The focus of game studies in the interaction between game and
player 2
2.1 Screenshot from Breakout 15
2.2 The dialectic of core and shell, or gameplay and representation in
the basic structure of games 18
3.1 Primary Schemas 37
3.2 Tic-Tac-Toe, created by A. S. Douglas, 1952 40
3.3 Tennis for Two - a screenshot and a controller 41
3.4 The seven interlocking spheres of performance 46
4.1 Pong cabinet and an in-game screenshot 60
4.2 Space Invaders arcade console, set of instructions, and a screenshot
with overlay colour effects 63
5.1 Pac-Man arcade console and screenshots 71
5.2 Downey Kong console and screenshots 74
5.3 Sample screen elements from Roguelike games 79
5.4 Screenshots from Ultima IV, taken from the Commodore 64
version 83
5.5 A cloth map of Britannia 88
6.1 Commodore 64 and Nintendo Gameboy 92
6.2 A collection of Civilization screenshots from different phrases of
the game 97
6.3 A collection of screenshots from Doom 103
6.4 Changes in the design of game level Episode 1, Map 4 from
Doom 106
6.5 (a) Screenshot from the original Tomb Raider game and (b) image
of Lara from Tomb Raider: Legend production 107
6.6 Gameplay experience model with three types of immersion 110
6.7 (a) Screenshot from Castle Smurfenstein mod (1981) and
(b) screenshot from Counter-Strike (1991) 113
7.1 (a) Screenshot from Meridian 59 (b) Screenshot from EverQuest
(c d) Screenshots from World of Warcraft 131
7.2 (a) Foot Craz pad for Atari 2600 (b) EyeToy camera (c) DDR
dance game players (d) Guitar Hero package 144
8.1 Hermeneutic circle as a spiralling process of inquiry 153
Y
l/v USi OF TABLLS SND FIGURES
LIST OF BOXES
1.1 Game studies resources online 5
1.2 On hypertext, cybertext, and interactive fiction 9
2.1 What is gameplay? 16
2.2 On subcultures 26
4.1 On the history of digital games 55
4.2 On the history of game controllers 62
6.1 On understanding and analysing game spaces 102
7.1 On new games movement 149
An ¡ntrodudion to Came Studies is the first introductory textbook for students of game
studies. It provides a conceptual overview of the cultural, social and economic
significance of computer and video games and traces the history of game culture and
the emergence of game studies as a field of research.
Key concepts and theories are illustrated with discussion of games taken from different
historical phases of game culture. Progressing from the simple, yet engaging, gameplay
of Pong and text-based adventure games to the complex virtual worlds of contemporary
online games, the book will guide students towards analytical appreciation and critical
engagement with gaming and game studies.
Students will learn to:
Understand and analyse different aspects of phenomena we recognise
as game and play
Identify the key developments in digital game design through
discussion of action in games of the 1970s, fiction and adventure in
games of the 1980s, three-dimensionality in games of the
1990s,
and
social aspects of gameplay in contemporary online games
Understand games as dynamic systems of meaning-making
Interpret the context of games as culture and subculture
Analyse the relationship between technology and interactivity and
between game and reality
Situate games within the context of digital culture and the information
society
With further reading suggestions, images, exercises, online resources and a whole
chapter devoted to preparing students to do their own game studies project, An
Introdudion to Game Studies is the complete toolkit for all students pursuing the study
of games.
The companion website at wvmsagepufc.cojjk/mayra contains slides and assignments
that are suitable for self-study as well as for classroom use. Students will also benefit
from online resources at www.gamestudiesbook.net, which will be regularly blogged
and updated by the author.
|
adam_txt |
CONTENTS
List of Tables and Figures viii
List of Boxes x
Acknowledgements xi
1 Introduction: what is game studies? 1
Making sense of games 1
A (very) short history of game studies 5
Summary and conclusions 11
Suggested further reading 1 ]
Orientation assignment: Personal game history 11
Notes 12
2 Game culture: meaning in games 13
Games as cultural systems 13
Game cultures as subcultures 21
Summary and conclusions 27
Suggested further reading 28
Assignment: Game culture survey 28
3 Play and games in history 30
Writing for game history 30
Defining games 32
Prehistory of games 37
Study of play in culture 43
Summary and conclusions 50
Suggested further reading 50
Assignment: Remediation of a non-digital game 50
4 Dual structure and the action games of the 1970s 52
Digital games as multi-layered meaning-making systems 52
How to define a 'classic? 55
Three decades of digital games: The rise of modern
information society 56
Games in the 1970s: Learning the lexicon 58
Pong (1972]: Introducing enjoyable core gameplay 58
Significance in gaming devices 61
Space invaders (1978) and the payability of a shooter 62
Summary and conclusions 65
Suggested further reading 66
Assignments on early digital games 66
5 Adventures and other fiction in the 1980s' games 68
Games and culture in the 1980s 68
Pac-Man (1980) and digital game as pop culture 68
Donkey Kong (1981), the rise of interactive story-worlds 73
Text adventures and the evolution of computer role-playing games 78
Ultima IV: Quest of the Avatar (1985) and games'
thematic depth 81
Summary and conclusions 86
Suggested further reading 87
Assignments on diversifying game cultures 87
Notes 89
6 Three-dimensionality and the early 1990s 90
Debating games in the 1990s 90
Meaningful audiovisual technology? 91
Civilization (1991): Ideological simulation or just
strategic play? 95
Doom (1993): Controversy, immersion and player-created
mod culture 101
Summary and conclusions 115
Suggested further reading 116
Assignments on 3D and turn-taking 116
7 The real and the game: game culture entering the new millennium 118
Games as worlds, the world as a game 118
The growth of online games 119
EverQuest (1999) World ofWarcraft (2004) and other
virtual worlds 127
Multimodal and pervasive games 141
Summary and conclusions 150
Suggested further reading 151
Assignments on mixed reality and multiplayer games 151
CONTENTS
8 Preparing for a game studies project 152
Learning to ask 152
Selecting and building the toolbox of methods 155
Humanities methods 157
Social sciences methods 158
Design research methods 162
Game playing as a method 165
Writing for an audience 167
References 171
Index 184
CONTENTS
LIST OF TABLES AND FIGURES
TABLES
5.1 All-time top twenty games by sales 77
5.2 Four game categories as a matrix between the temporality of
interaction and the randomness of game world 80
5.3 The Ultima IV virtues, character classes and starting towns 83
7.1 Available subscription data for twenty popular online
game worlds 134
7.2 Ten different player perceptions of RMT [real money trade] 140
8.1 Selected titles of papers presented in Chancing Views - Worlds
in Play 155
FIGURES
1.1 The focus of game studies in the interaction between game and
player 2
2.1 Screenshot from Breakout 15
2.2 The dialectic of core and shell, or gameplay and representation in
the basic structure of games 18
3.1 Primary Schemas 37
3.2 Tic-Tac-Toe, created by A. S. Douglas, 1952 40
3.3 Tennis for Two - a screenshot and a controller 41
3.4 The seven interlocking spheres of performance 46
4.1 Pong cabinet and an in-game screenshot 60
4.2 Space Invaders arcade console, set of instructions, and a screenshot
with overlay colour effects 63
5.1 Pac-Man arcade console and screenshots 71
5.2 Downey Kong console and screenshots 74
5.3 Sample screen elements from Roguelike games 79
5.4 Screenshots from Ultima IV, taken from the Commodore 64
version 83
5.5 A cloth map of Britannia 88
6.1 Commodore 64 and Nintendo Gameboy 92
6.2 A collection of Civilization screenshots from different phrases of
the game 97
6.3 A collection of screenshots from Doom 103
6.4 Changes in the design of game level 'Episode 1, Map 4' from
Doom 106
6.5 (a) Screenshot from the original Tomb Raider game and (b) image
of Lara from Tomb Raider: Legend production 107
6.6 Gameplay experience model with three types of immersion 110
6.7 (a) Screenshot from 'Castle Smurfenstein' mod (1981) and
(b) screenshot from Counter-Strike (1991) 113
7.1 (a) Screenshot from Meridian 59 (b) Screenshot from EverQuest
(c d) Screenshots from World of Warcraft 131
7.2 (a) Foot Craz pad for Atari 2600 (b) EyeToy camera (c) DDR
dance game players (d) Guitar Hero package 144
8.1 Hermeneutic circle as a spiralling process of inquiry 153
Y
l/v USi OF TABLLS SND FIGURES
LIST OF BOXES
1.1 Game studies resources online 5
1.2 On hypertext, cybertext, and interactive fiction 9
2.1 What is gameplay? 16
2.2 On subcultures 26
4.1 On the history of digital games 55
4.2 On the history of game controllers 62
6.1 On understanding and analysing game spaces 102
7.1 On new games movement 149
An ¡ntrodudion to Came Studies is the first introductory textbook for students of game
studies. It provides a conceptual overview of the cultural, social and economic
significance of computer and video games and traces the history of game culture and
the emergence of game studies as a field of research.
Key concepts and theories are illustrated with discussion of games taken from different
historical phases of game culture. Progressing from the simple, yet engaging, gameplay
of Pong and text-based adventure games to the complex virtual worlds of contemporary
online games, the book will guide students towards analytical appreciation and critical
engagement with gaming and game studies.
Students will learn to:
Understand and analyse different aspects of phenomena we recognise
as'game'and'play'
Identify the key developments in digital game design through
discussion of action in games of the 1970s, fiction and adventure in
games of the 1980s, three-dimensionality in games of the
1990s,
and
social aspects of gameplay in contemporary online games
Understand games as dynamic systems of meaning-making
Interpret the context of games as 'culture' and subculture
Analyse the relationship between technology and interactivity and
between 'game' and 'reality'
Situate games within the context of digital culture and the information
society
With further reading suggestions, images, exercises, online resources and a whole
chapter devoted to preparing students to do their own game studies project, An
Introdudion to Game Studies is the complete toolkit for all students pursuing the study
of games.
The companion website at wvmsagepufc.cojjk/mayra contains slides and assignments
that are suitable for self-study as well as for classroom use. Students will also benefit
from online resources at www.gamestudiesbook.net, which will be regularly blogged
and updated by the author. |
any_adam_object | 1 |
any_adam_object_boolean | 1 |
author | Mäyrä, Frans 1966- |
author_GND | (DE-588)173700160 |
author_facet | Mäyrä, Frans 1966- |
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author_sort | Mäyrä, Frans 1966- |
author_variant | f m fm |
building | Verbundindex |
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classification_rvk | AP 15963 AP 99500 DG 9400 LB 61000 MS 6530 SU 500 |
ctrlnum | (OCoLC)255716622 (DE-599)BSZ272869112 |
dewey-full | 306.487 |
dewey-hundreds | 300 - Social sciences |
dewey-ones | 306 - Culture and institutions |
dewey-raw | 306.487 |
dewey-search | 306.487 |
dewey-sort | 3306.487 |
dewey-tens | 300 - Social sciences |
discipline | Allgemeines Pädagogik Informatik Soziologie Sozial-/Kulturanthropologie / Empirische Kulturwissenschaft |
discipline_str_mv | Allgemeines Pädagogik Informatik Soziologie Sozial-/Kulturanthropologie / Empirische Kulturwissenschaft |
edition | 1. publ. |
format | Book |
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genre | (DE-588)4151278-9 Einführung gnd-content |
genre_facet | Einführung |
id | DE-604.BV023298569 |
illustrated | Illustrated |
index_date | 2024-07-02T20:45:37Z |
indexdate | 2024-07-09T21:15:16Z |
institution | BVB |
isbn | 9781412934459 9781412934466 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-016483062 |
oclc_num | 255716622 |
open_access_boolean | |
owner | DE-19 DE-BY-UBM DE-29 DE-11 DE-188 DE-473 DE-BY-UBG DE-20 DE-703 DE-384 DE-355 DE-BY-UBR DE-2070s DE-523 DE-521 DE-Po75 |
owner_facet | DE-19 DE-BY-UBM DE-29 DE-11 DE-188 DE-473 DE-BY-UBG DE-20 DE-703 DE-384 DE-355 DE-BY-UBR DE-2070s DE-523 DE-521 DE-Po75 |
physical | IX, 196 S. Ill., graph. Darst. |
publishDate | 2008 |
publishDateSearch | 2008 |
publishDateSort | 2008 |
publisher | SAGE |
record_format | marc |
spelling | Mäyrä, Frans 1966- Verfasser (DE-588)173700160 aut An introduction to game studies games in culture Frans Mäyrä 1. publ. Los Angeles [u.a.] SAGE 2008 IX, 196 S. Ill., graph. Darst. txt rdacontent n rdamedia nc rdacarrier Hier auch später erschienene, unveränderte Nachdrucke Games / Cross-cultural studies Kulturvergleich (DE-588)4114328-0 gnd rswk-swf Spiel (DE-588)4056218-9 gnd rswk-swf Spiel Kulturvergleich (DE-588)4151278-9 Einführung gnd-content Spiel (DE-588)4056218-9 s DE-604 Kulturvergleich (DE-588)4114328-0 s Erscheint auch als Online-Ausgabe An introduction to game (DE-604)BV042151326 HBZ Datenaustausch application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=016483062&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis Digitalisierung UB Augsburg - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=016483062&sequence=000004&line_number=0002&func_code=DB_RECORDS&service_type=MEDIA Klappentext |
spellingShingle | Mäyrä, Frans 1966- An introduction to game studies games in culture Games / Cross-cultural studies Kulturvergleich (DE-588)4114328-0 gnd Spiel (DE-588)4056218-9 gnd |
subject_GND | (DE-588)4114328-0 (DE-588)4056218-9 (DE-588)4151278-9 |
title | An introduction to game studies games in culture |
title_auth | An introduction to game studies games in culture |
title_exact_search | An introduction to game studies games in culture |
title_exact_search_txtP | An introduction to game studies games in culture |
title_full | An introduction to game studies games in culture Frans Mäyrä |
title_fullStr | An introduction to game studies games in culture Frans Mäyrä |
title_full_unstemmed | An introduction to game studies games in culture Frans Mäyrä |
title_short | An introduction to game studies |
title_sort | an introduction to game studies games in culture |
title_sub | games in culture |
topic | Games / Cross-cultural studies Kulturvergleich (DE-588)4114328-0 gnd Spiel (DE-588)4056218-9 gnd |
topic_facet | Games / Cross-cultural studies Kulturvergleich Spiel Einführung |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=016483062&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=016483062&sequence=000004&line_number=0002&func_code=DB_RECORDS&service_type=MEDIA |
work_keys_str_mv | AT mayrafrans anintroductiontogamestudiesgamesinculture |