The Routledge Companion to Video Game Studies

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A definitive guide to contemporary video game studies, this second edition has been fully revised and updated to address the ongoing theoretical and methodological development of game studies.

Expertly compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, the Companion includes comprehensive and interdisciplinary models and approaches for analyzing video games, new perspectives on video games both as an art form and cultural phenomenon, explorations of the technical and creative dimensions of video games, and accounts of the political, social, and cultural dynamics of video games. Brand new to this second edition are chapters examining topics such as preservation; augmented, mixed, and virtual reality; eSports; disability; diversity; and identity, as well as a new section that specifically examines the industrial aspects of video games including digital distribution, game labor, triple-A games, indie games, and globalization. Each essay provides a lively and succinct summary of its target area, quickly bringing the reader up-to-date on the pertinent issues surrounding each aspect of the field, including references for further reading.

A comprehensive overview of the present state of video game studies that will undoubtedly prove invaluable to students, scholars, and game designers alike.

Author(s): Mark J.P. Wolf, Bernard Perron
Series: Routledge Media and Cultural Studies Companions
Edition: 2
Publisher: Routledge
Year: 2023

Language: English
Pages: 678
City: New York

Cover
Half Title
Title
Copyright
Dedication
Contents
List of Figures
List of Contributors
Preface
Acknowledgments
Part I Technological Aspects
1 Artifact
2 Artificial Intelligence
3 Controllers
4 Emulation
5 Interface
6 Platforms
7 Preservation
8 Resolution
Part II Industrial Aspects
9 Digital Distribution
10 Free-to-Play
11 Economy
12 Game Labor
13 Globalization
14 Indie Games
15 Triple-A Games
Part III Formal Aspects
16 Art and Aesthetics
17 Augmented, Mixed, and Virtual Reality
18 Color
19 Conventions
20 Game Design
21 Dimensionality
22 Levels
23 Perspective
24 Sound
25 Worlds
Part IV Playfulness Aspects
26 Casualness
27 Challenge
28 Cheating
29 Competition and Cooperation
30 Conflict
31 Interactivity
32 Ludology
33 Objectives
34 Players/Gamers
35 Repetition
36 Single-Player/Multiplayer
Part V Generic Aspects
37 Action
38 Adventure
39 Esports
40 Role-Playing
41 Shooting
42 Simulation
43 Sports
44 Strategy
Part VI Cultural Aspects
45 Convergence
46 Culture
47 Cut-Scenes
48 Death
49 Education
50 Media Ecology
51 Player Practices
52 Research
53 Retrogaming
54 Violence
Part VII Sociological Aspects
55 Characters
56 Community
57 Disability
58 Diversity
59 Identity
60 Femininity
61 Masculinity
62 Performance
63 Race
64 Sociology
Part VIII Philosophical Aspects
65 Cognition
66 Emergence
67 Fiction
68 Ideology
69 Immersion
70 Meaning
71 Ethics
72 Narratology
73 Ontology
74 Transcendence
Index