Game invaders : the theory and understanding of computer games

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Where to find it

Information & Library Science Library

Call Number
GV1469.3 .G365 2012
Status
Available

Authors, etc.

Names:

Summary

Presenting a holistic and thoroughly practical investigation of the true nature of computer games that arms readers with a small yet powerful set of theories for developing unique approaches to understanding games. Game Invaders fully integrates genre theory, new media aesthetics, perceptual opportunities, and semiotics into a practical DIY toolkit for games analysis--offering detailed guidance for how to conduct in-depth critiques of game content and gameplay.

Featuring an informal and witty writing style, the book devotes a number of chapters to specific games from all eras, clearly demonstrating the practical application of the theories to modern, large-scale computer games. Readers will find:

* Suggestions on how to apply the DIY package to major issues central to understanding computer games and their design * Coverage of the semiotics of video games, laying the foundation for such topics as the role of agency and virtual storytelling * Tasks and solutions for readers wishing to practice techniques introduced in the book * A companion website featuring access to an app that enables the reader to conduct their own activity profiling of games

An important resource for those wishing to dig deeper into the games they design, Game Invaders gives game designers the skills they need to stand out from the crowd. It is also a valuable guide for anyone wishing to learn more about computer games, virtual reality, and new media.

Contents

  • Preface p. ix
  • Abbreviations p. xi
  • Part I Why Do People Play Games? p. 3
  • 1 You Are the One p. 3
  • Tools to Think With p. 5
  • Getting Started p. 8
  • Summary p. 12
  • 2 Genre p. 13
  • What Are Genres? p. 14
  • What Are Genres For? p. 16
  • Genre Maps p. 18
  • Computer Game Genres p. 19
  • A Theory of Computer Game Genres p. 21
  • Summary p. 25
  • Further Reading and Tasks p. 26
  • 3 Activity p. 29
  • The Story of Activity Groups p. 29
  • An Overview of Activity Profiles p. 33
  • Three Driving Games p. 35
  • Calculating Genres p. 38
  • Summary p. 43
  • Tasks p. 44
  • 4 Pleasure p. 45
  • Aesthetics and Computer Games p. 47
  • Spacewar p. 51
  • Zork p. 52
  • Pac-Man p. 56
  • Comparative Aesthetics p. 57
  • Summary p. 59
  • Tasks p. 60
  • 5 Two Rail-Shooters p. 61
  • Star Fox and Rez p. 61
  • Activity Profiling and Genre Theory p. 63
  • Applying Aesthetic Theory p. 65
  • The Method of Game Analysis p. 67
  • Tetsuya Mizuguchi, Rez, and Beyond p. 67
  • Summary p. 69
  • Further Reading and Tasks p. 70
  • 6 Why Don't People Play Games p. 71
  • What Do We Mean by Games? p. 72
  • Resident Evil p. 73
  • Why Not Ask the Players? p. 75
  • Emotional Models of Play p. 76
  • Player Types p. 79
  • Demographic Research p. 81
  • Why Don't People Play Games? p. 82
  • Conclusions p. 83
  • Part II What Is a Game?
  • 7 Just an Ordinary Day p. 87
  • The Glass Vial p. 89
  • Unrealisms p. 90
  • Perceptual Opportunities p. 91
  • Sureties p. 92
  • Surprises p. 93
  • Attractors p. 93
  • Connectors p. 95
  • Rewards p. 97
  • Getting It All Together in SinCity p. 99
  • Perceptual Mapping in SinCity p. 100
  • AS-OceanFloor p. 103
  • Summary p. 108
  • Further Reading and Tasks p. 109
  • 8 Big Bad Streets p. 111
  • Driver School p. 111
  • Sureties p. 113
  • Surprises p. 114
  • Driver and SinCity Comparisons p. 119
  • Summary p. 122
  • Further Reading and Tasks p. 123
  • 9 Time to Visit Yokosuka p. 125
  • Shenmue p. 125
  • Genre and Activity Profile p. 126
  • Aesthetics p. 128
  • Shenmue POs p. 129
  • PSAS and Cut Scenes p. 131
  • Interactive Storytelling? p. 133
  • And On With General Aesthetics p. 134
  • Summary p. 135
  • Further Reading and Tasks p. 137
  • 10 Meaning What? p. 139
  • Semiotics and Signs p. 140
  • Pac-Man's Signs p. 143
  • Icons, Indexes, and Symbols p. 144
  • Denotation, Connotation, and Myth p. 146
  • Syntagms and Paradigms p. 148
  • Codes p. 151
  • Making Up Pac-Man p. 154
  • Filling Gaps p. 155
  • Summary p. 159
  • Further Reading and Tasks p. 161
  • 11 All Work and Play
  • The Work of Meaning p. 164
  • Signs of Interaction p. 167
  • The Mechanics of Interaction p. 170
  • The Inside-Out Code p. 176
  • Where Is the Player? p. 178
  • Summary p. 180
  • Further Reading and Tasks p. 181
  • 12 Big Game Hunting p. 183
  • Semiosphere p. 183
  • The Code of Interaction p. 185
  • The Myth of Interaction p. 189
  • What Is a Game? p. 191
  • How Do You Get Out of Here? p. 192
  • Big Game Hunting p. 194
  • Glossary p. 197
  • List of Games p. 203
  • Bibliography p. 205
  • Index p. 207

Subjects

Subject Headings A:

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