
Handbook of Computer Game Studies
Joost Raessens, Jeffrey Goldstein
Résumé
New media students, teachers, and professionals have long needed a comprehensive scholarly treatment of digital games that deals with the history, design, reception, and aesthetics of games along with their social and cultural context. The Handbook of Computer Game Studies fills this need with a definitive look at the subject from a broad range of perspectives. Contributors come from cognitive science and artificial intelligence, developmental, social, and clinical psychology, history, film, theater, and literary studies, cultural studies, and philosophy as well as game design and development. The text includes both scholarly articles and journalism from such well-known voices as Douglas Rushkoff, Sherry Turkle, Henry Jenkins, Katie Salen, Eric Zimmerman, and others.
Part I considers the "prehistory" of computer games (including slot machines and pinball machines), the development of computer games themselves, and the future of mobile gaming. The chapters in part II describe game development from the designer's point of view, including the design of play elements, an analysis of screenwriting, and game-based learning. Part III reviews empirical research on the psychological effects of computer games, and includes a discussion of the use of computer games in clinical and educational settings. Part IV considers the aesthetics of games in comparison to film and literature, and part V discusses the effect of computer games on cultural identity, including gender and ethnicity. Finally, part VI looks at the relation of computer games to social behavior, considering, among other matters, the inadequacy of laboratory experiments linking games and aggression and the different modes of participation in computer game culture.
L'auteur - Joost Raessens
Joost Raessens is Associate Professor of New Media Studies in the Faculty of Arts at the University of Utrecht.
L'auteur - Jeffrey Goldstein
Jeffrey Goldstein is Professor in the Department of Social and Organizational Psychology at the University of Utrecht.
Sommaire
- I Computer Games
- 1 Slots of Fun, Slots of Trouble: An Archaeology of Arcade GamingErkki Huhtamo
- 2 The History of the Video GameSteven Malliet and Gust de Meyer
- 3 Future of Games: Mobile GamingJustin Hall
- II Design
- 4 Game Design and Meaningful PlayKatie Salen and Eric Zimmerman
- 5 Click Reading: Screenwriting and Screen-Reading Practices in Film and Multimedia FictionsIsabelle Raynauld
- 6 Computer Games and Learning: Digital Game-Based LearningMarc Prensky
- III Reception
- 7 Cognitive Effects of Video GamesSandra L. Calvert
- 8 Children's Social Behavior during Video Game PlayRobyn M. Holmes and Anthony D. Pellegrini
- 9 Psychological Effects of Video GamesBarrie Gunter
- 10 The Therapeutic Value of Video GamesMark Griffiths
- IV Games as an Aesthetic Phenomenon
- 11 Games, the New Lively ArtHenry Jenkins
- 12 Genre and the Video GameMark J. P. Wolf
- 13 The Role of Artificial Intelligence in Computer Game GenresJohn E. Laird and Michael van Lent
- 14 Games Telling Stories?Jesper Juul
- 15 Narrativity in Computer GamesBritta Neitzel
- V Games as a Cultural Phenomenon
- 16 The Game of Life: Narrative and Ludic Identity Formation in Computer GamesJos de Mul
- 17 Computer Games as Evocative Objects: From Projective Screens to Relational ArtifactsSherry Turkle
- 18 Gaming with Grrls: Looking for Sheroes in Computer GamesBirgit Richard and Jutta Zaremba
- 19 Gendered Gaming in Gendered SpaceJo Bryce and Jason Rutter
- 20 Serious Play: Playing with Race in Contemporary Gaming CultureAnna Everett
- 21 Simulation, History, and Computer GamesWilliam Uricchio
- VI Games as a Social Phenomenon
- 22 Violent Video GamesJeffrey Goldstein
- 23 Does Video Games Addiction Exist?Mark Griffiths and Mark N. O. Davies
- 24 Computer Games as Participatory Media CultureJoost Raessens
- 25 I Am What I Play: Participation and Reality as ContentJan-Willem Huisman and Hanne Marckmann
- 26 Game Reconstruction Workshop: Demolishing and Evolving PC Games and Gamer CultureAnne-Marie Schleiner
- 27 Renaissance Now! The Gamers' PerspectiveDouglas Rushkoff
Caractéristiques techniques
PAPIER | |
Éditeur(s) | The MIT Press |
Auteur(s) | Joost Raessens, Jeffrey Goldstein |
Parution | 27/07/2005 |
Nb. de pages | 470 |
Format | 21,5 x 28,5 |
Couverture | Relié |
Poids | 1535g |
Intérieur | Noir et Blanc |
EAN13 | 9780262182409 |
ISBN13 | 978-0-262-18240-9 |
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