How to play video games /:
""How to Play Video Games" explores the phenomena of video games and its impact on modern society"--
Gespeichert in:
Weitere Verfasser: | , |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
New York :
New York University Press,
[2019]
|
Schlagworte: | |
Online-Zugang: | Volltext |
Zusammenfassung: | ""How to Play Video Games" explores the phenomena of video games and its impact on modern society"-- What does Pokémon go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock infinite help us navigate world-building? From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Video games demand engagement like no other media technology, which raises the question, what is the role that video games play in our livse, from our homes to our phones, and in global culture writ large? How to play video games brings together forty original essays from today's leading scholars of video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand theft auto V, or music in The legend of Zelda: ocarina of time. See how Age of empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture now. |
Beschreibung: | 1 online resource (xii, 363 pages) : illustrations |
Bibliographie: | Includes bibliographical references and index. |
ISBN: | 9781479830404 1479830402 9781479805921 1479805920 |
Internformat
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245 | 0 | 0 | |a How to play video games / |c edited by Matthew Thomas Payne and Nina B. Huntemann. |
264 | 1 | |a New York : |b New York University Press, |c [2019] | |
264 | 4 | |c ©2019 | |
300 | |a 1 online resource (xii, 363 pages) : |b illustrations | ||
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337 | |a computer |b c |2 rdamedia | ||
338 | |a online resource |b cr |2 rdacarrier | ||
504 | |a Includes bibliographical references and index. | ||
505 | 0 | |a I. Game form: aesthetics and style -- FIFA: magic circle -- Tetris: rules -- King's quest: narrative -- Grand theft auto V: avatars -- Sid Meier's civilization: realism -- Planescape: torment: immersion -- Don't starve: temporality -- Braid: indies -- BioShock infinite: world-building -- The legend of Zelda: ocarina of time: music -- II. Representation: social identity and cultural politics -- Kim Kardashian: Hollywood: feminism -- The last of us: masculinity -- Leisure suit Larry: LGBTQ representation -- The Queerness and Games Conference: community -- NBA 2K16: race -- PaRappa the Rapper: emotion -- Sniper elite III: death -- Papers, please: ethics -- Age of empires: postcolonialism -- Borderlands: capitalism -- III. Industry: industrial practices and structures -- Miyamoto/Kojima: authorship -- Clash royale: gaming capital -- Game dev tycoon: labor -- Cookie clicker: gamification -- Ball-and-paddle games: domesticity -- Angry birds: mobile gaming -- LEGO dimensions: licensing -- Tomb raider: transmedia -- Medal of honor: militarism -- Pokémon go: globalization -- IV. Game practices: medium, technology, and everyday life -- Pelé's soccer: platform -- NES D-pad: interface -- Minecraft: user-generated content -- Quake: movies -- Counter-strike: spectatorship -- EVE online: cheating -- Night trap: moral panic -- Shovel knight: nostalgia -- Tempest: archive -- Walden, a game: reflection. | |
520 | |a ""How to Play Video Games" explores the phenomena of video games and its impact on modern society"-- |c Provided by publisher | ||
520 | |a What does Pokémon go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock infinite help us navigate world-building? From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Video games demand engagement like no other media technology, which raises the question, what is the role that video games play in our livse, from our homes to our phones, and in global culture writ large? How to play video games brings together forty original essays from today's leading scholars of video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand theft auto V, or music in The legend of Zelda: ocarina of time. See how Age of empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture now. | ||
588 | 0 | |a Online resource; title from digital title page (viewed on March 07, 2022). | |
650 | 0 | |a Video games |x Social aspects. | |
650 | 0 | |a Video games |x Design. | |
650 | 0 | |a Video games |x Moral and ethical aspects. | |
650 | 0 | |a Popular culture. |0 http://id.loc.gov/authorities/subjects/sh85104904 | |
650 | 2 | |a Popular Culture |0 https://id.nlm.nih.gov/mesh/D000076207 | |
650 | 6 | |a Jeux vidéo |x Aspect social. | |
650 | 6 | |a Jeux vidéo |x Conception. | |
650 | 6 | |a Jeux vidéo |x Aspect moral. | |
650 | 6 | |a Culture populaire. | |
650 | 7 | |a popular culture. |2 aat | |
650 | 7 | |a GAMES |x Board. |2 bisacsh | |
650 | 7 | |a Popular culture |2 fast | |
650 | 7 | |a Video games |x Design |2 fast | |
650 | 7 | |a Video games |x Moral and ethical aspects |2 fast | |
650 | 7 | |a Video games |x Social aspects |2 fast | |
650 | 7 | |a videospill. |2 humord | |
650 | 7 | |0 (FrPBN)13318902 |a Jeux video |0 (FrPBN)11975856 |x Aspect politique. |2 ram | |
650 | 7 | |0 (FrPBN)13318902 |a Jeux video |0 (FrPBN)11975691 |x Aspect social. |2 ram | |
650 | 7 | |0 (FrPBN)13318902 |a Jeux video |0 (FrPBN)11931288 |x Esthetique. |2 ram | |
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776 | 0 | 8 | |i Print version: |t How to play video games. |d New York : New York University Press, [2019] |w (DLC) 2018052609 |
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Datensatz im Suchindex
DE-BY-FWS_katkey | ZDB-4-EBA-on1086375774 |
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adam_text | |
any_adam_object | |
author2 | Payne, Matthew Thomas Huntemann, Nina |
author2_role | edt edt |
author2_variant | m t p mt mtp n h nh |
author_GND | http://id.loc.gov/authorities/names/n2009015504 http://id.loc.gov/authorities/names/no2003117691 |
author_facet | Payne, Matthew Thomas Huntemann, Nina |
building | Verbundindex |
bvnumber | localFWS |
callnumber-first | G - Geography, Anthropology, Recreation |
callnumber-label | GV1469 |
callnumber-raw | GV1469.34.S52 H68 2019 |
callnumber-search | GV1469.34.S52 H68 2019 |
callnumber-sort | GV 41469.34 S52 H68 42019 |
callnumber-subject | GV - Leisure and Recreation |
collection | ZDB-4-EBA |
contents | I. Game form: aesthetics and style -- FIFA: magic circle -- Tetris: rules -- King's quest: narrative -- Grand theft auto V: avatars -- Sid Meier's civilization: realism -- Planescape: torment: immersion -- Don't starve: temporality -- Braid: indies -- BioShock infinite: world-building -- The legend of Zelda: ocarina of time: music -- II. Representation: social identity and cultural politics -- Kim Kardashian: Hollywood: feminism -- The last of us: masculinity -- Leisure suit Larry: LGBTQ representation -- The Queerness and Games Conference: community -- NBA 2K16: race -- PaRappa the Rapper: emotion -- Sniper elite III: death -- Papers, please: ethics -- Age of empires: postcolonialism -- Borderlands: capitalism -- III. Industry: industrial practices and structures -- Miyamoto/Kojima: authorship -- Clash royale: gaming capital -- Game dev tycoon: labor -- Cookie clicker: gamification -- Ball-and-paddle games: domesticity -- Angry birds: mobile gaming -- LEGO dimensions: licensing -- Tomb raider: transmedia -- Medal of honor: militarism -- Pokémon go: globalization -- IV. Game practices: medium, technology, and everyday life -- Pelé's soccer: platform -- NES D-pad: interface -- Minecraft: user-generated content -- Quake: movies -- Counter-strike: spectatorship -- EVE online: cheating -- Night trap: moral panic -- Shovel knight: nostalgia -- Tempest: archive -- Walden, a game: reflection. |
ctrlnum | (OCoLC)1086375774 |
dewey-full | 794.8 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.8 |
dewey-search | 794.8 |
dewey-sort | 3794.8 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport |
format | Electronic eBook |
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id | ZDB-4-EBA-on1086375774 |
illustrated | Illustrated |
indexdate | 2024-11-27T13:29:22Z |
institution | BVB |
isbn | 9781479830404 1479830402 9781479805921 1479805920 |
language | English |
oclc_num | 1086375774 |
open_access_boolean | |
owner | MAIN DE-863 DE-BY-FWS |
owner_facet | MAIN DE-863 DE-BY-FWS |
physical | 1 online resource (xii, 363 pages) : illustrations |
psigel | ZDB-4-EBA |
publishDate | 2019 |
publishDateSearch | 2019 |
publishDateSort | 2019 |
publisher | New York University Press, |
record_format | marc |
spelling | How to play video games / edited by Matthew Thomas Payne and Nina B. Huntemann. New York : New York University Press, [2019] ©2019 1 online resource (xii, 363 pages) : illustrations text txt rdacontent computer c rdamedia online resource cr rdacarrier Includes bibliographical references and index. I. Game form: aesthetics and style -- FIFA: magic circle -- Tetris: rules -- King's quest: narrative -- Grand theft auto V: avatars -- Sid Meier's civilization: realism -- Planescape: torment: immersion -- Don't starve: temporality -- Braid: indies -- BioShock infinite: world-building -- The legend of Zelda: ocarina of time: music -- II. Representation: social identity and cultural politics -- Kim Kardashian: Hollywood: feminism -- The last of us: masculinity -- Leisure suit Larry: LGBTQ representation -- The Queerness and Games Conference: community -- NBA 2K16: race -- PaRappa the Rapper: emotion -- Sniper elite III: death -- Papers, please: ethics -- Age of empires: postcolonialism -- Borderlands: capitalism -- III. Industry: industrial practices and structures -- Miyamoto/Kojima: authorship -- Clash royale: gaming capital -- Game dev tycoon: labor -- Cookie clicker: gamification -- Ball-and-paddle games: domesticity -- Angry birds: mobile gaming -- LEGO dimensions: licensing -- Tomb raider: transmedia -- Medal of honor: militarism -- Pokémon go: globalization -- IV. Game practices: medium, technology, and everyday life -- Pelé's soccer: platform -- NES D-pad: interface -- Minecraft: user-generated content -- Quake: movies -- Counter-strike: spectatorship -- EVE online: cheating -- Night trap: moral panic -- Shovel knight: nostalgia -- Tempest: archive -- Walden, a game: reflection. ""How to Play Video Games" explores the phenomena of video games and its impact on modern society"-- Provided by publisher What does Pokémon go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock infinite help us navigate world-building? From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Video games demand engagement like no other media technology, which raises the question, what is the role that video games play in our livse, from our homes to our phones, and in global culture writ large? How to play video games brings together forty original essays from today's leading scholars of video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand theft auto V, or music in The legend of Zelda: ocarina of time. See how Age of empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture now. Online resource; title from digital title page (viewed on March 07, 2022). Video games Social aspects. Video games Design. Video games Moral and ethical aspects. Popular culture. http://id.loc.gov/authorities/subjects/sh85104904 Popular Culture https://id.nlm.nih.gov/mesh/D000076207 Jeux vidéo Aspect social. Jeux vidéo Conception. Jeux vidéo Aspect moral. Culture populaire. popular culture. aat GAMES Board. bisacsh Popular culture fast Video games Design fast Video games Moral and ethical aspects fast Video games Social aspects fast videospill. humord (FrPBN)13318902 Jeux video (FrPBN)11975856 Aspect politique. ram (FrPBN)13318902 Jeux video (FrPBN)11975691 Aspect social. ram (FrPBN)13318902 Jeux video (FrPBN)11931288 Esthetique. ram Payne, Matthew Thomas, editor. http://id.loc.gov/authorities/names/n2009015504 Huntemann, Nina, editor. http://id.loc.gov/authorities/names/no2003117691 has work: How to play video games (Text) https://id.oclc.org/worldcat/entity/E39PCGgycJ4Vtp96dWyDtqXKMK https://id.oclc.org/worldcat/ontology/hasWork Print version: How to play video games. New York : New York University Press, [2019] (DLC) 2018052609 FWS01 ZDB-4-EBA FWS_PDA_EBA https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=1922114 Volltext |
spellingShingle | How to play video games / I. Game form: aesthetics and style -- FIFA: magic circle -- Tetris: rules -- King's quest: narrative -- Grand theft auto V: avatars -- Sid Meier's civilization: realism -- Planescape: torment: immersion -- Don't starve: temporality -- Braid: indies -- BioShock infinite: world-building -- The legend of Zelda: ocarina of time: music -- II. Representation: social identity and cultural politics -- Kim Kardashian: Hollywood: feminism -- The last of us: masculinity -- Leisure suit Larry: LGBTQ representation -- The Queerness and Games Conference: community -- NBA 2K16: race -- PaRappa the Rapper: emotion -- Sniper elite III: death -- Papers, please: ethics -- Age of empires: postcolonialism -- Borderlands: capitalism -- III. Industry: industrial practices and structures -- Miyamoto/Kojima: authorship -- Clash royale: gaming capital -- Game dev tycoon: labor -- Cookie clicker: gamification -- Ball-and-paddle games: domesticity -- Angry birds: mobile gaming -- LEGO dimensions: licensing -- Tomb raider: transmedia -- Medal of honor: militarism -- Pokémon go: globalization -- IV. Game practices: medium, technology, and everyday life -- Pelé's soccer: platform -- NES D-pad: interface -- Minecraft: user-generated content -- Quake: movies -- Counter-strike: spectatorship -- EVE online: cheating -- Night trap: moral panic -- Shovel knight: nostalgia -- Tempest: archive -- Walden, a game: reflection. Video games Social aspects. Video games Design. Video games Moral and ethical aspects. Popular culture. http://id.loc.gov/authorities/subjects/sh85104904 Popular Culture https://id.nlm.nih.gov/mesh/D000076207 Jeux vidéo Aspect social. Jeux vidéo Conception. Jeux vidéo Aspect moral. Culture populaire. popular culture. aat GAMES Board. bisacsh Popular culture fast Video games Design fast Video games Moral and ethical aspects fast Video games Social aspects fast videospill. humord (FrPBN)13318902 Jeux video (FrPBN)11975856 Aspect politique. ram (FrPBN)13318902 Jeux video (FrPBN)11975691 Aspect social. ram (FrPBN)13318902 Jeux video (FrPBN)11931288 Esthetique. ram |
subject_GND | http://id.loc.gov/authorities/subjects/sh85104904 https://id.nlm.nih.gov/mesh/D000076207 (FrPBN)13318902 (FrPBN)11975856 (FrPBN)11975691 (FrPBN)11931288 |
title | How to play video games / |
title_auth | How to play video games / |
title_exact_search | How to play video games / |
title_full | How to play video games / edited by Matthew Thomas Payne and Nina B. Huntemann. |
title_fullStr | How to play video games / edited by Matthew Thomas Payne and Nina B. Huntemann. |
title_full_unstemmed | How to play video games / edited by Matthew Thomas Payne and Nina B. Huntemann. |
title_short | How to play video games / |
title_sort | how to play video games |
topic | Video games Social aspects. Video games Design. Video games Moral and ethical aspects. Popular culture. http://id.loc.gov/authorities/subjects/sh85104904 Popular Culture https://id.nlm.nih.gov/mesh/D000076207 Jeux vidéo Aspect social. Jeux vidéo Conception. Jeux vidéo Aspect moral. Culture populaire. popular culture. aat GAMES Board. bisacsh Popular culture fast Video games Design fast Video games Moral and ethical aspects fast Video games Social aspects fast videospill. humord (FrPBN)13318902 Jeux video (FrPBN)11975856 Aspect politique. ram (FrPBN)13318902 Jeux video (FrPBN)11975691 Aspect social. ram (FrPBN)13318902 Jeux video (FrPBN)11931288 Esthetique. ram |
topic_facet | Video games Social aspects. Video games Design. Video games Moral and ethical aspects. Popular culture. Popular Culture Jeux vidéo Aspect social. Jeux vidéo Conception. Jeux vidéo Aspect moral. Culture populaire. popular culture. GAMES Board. Popular culture Video games Design Video games Moral and ethical aspects Video games Social aspects videospill. Jeux video Aspect politique. Jeux video Aspect social. Jeux video Esthetique. |
url | https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=1922114 |
work_keys_str_mv | AT paynematthewthomas howtoplayvideogames AT huntemannnina howtoplayvideogames |