社会・文化現象としてのコンピュータ・ゲーム<br>Computer Games as a Sociocultural Phenomenon : Games without Frontiers, Wars without Tears

個数:

社会・文化現象としてのコンピュータ・ゲーム
Computer Games as a Sociocultural Phenomenon : Games without Frontiers, Wars without Tears

  • 提携先の海外書籍取次会社に在庫がございます。通常3週間で発送いたします。
    重要ご説明事項
    1. 納期遅延や、ご入手不能となる場合が若干ございます。
    2. 複数冊ご注文の場合は、ご注文数量が揃ってからまとめて発送いたします。
    3. 美品のご指定は承りかねます。

    ●3Dセキュア導入とクレジットカードによるお支払いについて
  • 【入荷遅延について】
    世界情勢の影響により、海外からお取り寄せとなる洋書・洋古書の入荷が、表示している標準的な納期よりも遅延する場合がございます。
    おそれいりますが、あらかじめご了承くださいますようお願い申し上げます。
  • ◆画像の表紙や帯等は実物とは異なる場合があります。
  • ◆ウェブストアでの洋書販売価格は、弊社店舗等での販売価格とは異なります。
    また、洋書販売価格は、ご注文確定時点での日本円価格となります。
    ご注文確定後に、同じ洋書の販売価格が変動しても、それは反映されません。
  • 製本 Hardcover:ハードカバー版/ページ数 229 p.
  • 言語 ENG
  • 商品コード 9780230545441
  • DDC分類 306.487

基本説明

This rich anthology comprehensibly introduces the latest approaches in the central fields of game studies and provides an extensive survey of contemporary game culture. Impressive in scope and execution, this book addresses key areas of research , such as game design and aesthetics, politics and ideology, morality and ethics, war and violence, or game play and cultural identities.

Full Description

Internationally renowned media and literature scholars, social scientists, game designers and artists explore the cultural potential of computer games in this rich anthology, which introduces the latest approaches in the central fields of game studies and provides an extensive survey of contemporary game culture.

Contents

Acknowledgements Notes on Contributors Introduction; A.Jahn-Sudmann & R.Stockmann PART 1: GAME DESIGN AND AESTHETICS The Aesthetic Vocabulary of Video Games; J.Van Dreunen Can Games Get Real? A Closer Look at 'Documentary' Digital Games; I.Bogost & C.Poremba Emotional Design of Computer Games and Fiction Films; D.C.Rusch 'Applied Game Theory': Innovation, Diversity, Experimentation in Contemporary Game Design; H.Jenkins & K.Squire PART 2: SPACE AND TIME There and Back Again: Reuse, Signifiers, and Consistency in Created Game Spaces; P.Berger Another Bricolage in the Wall: Deleuze and Teenage Alienation; J.P.Cain PART 3: WAR AND VIOLENCE Programming Violence: Language and the Making of Interactive Media; C.Herbst Impotence and Agency: Computer Games as a Post-9/11 Battlefield; H.Lowood S(t)imulating War: From Early Films to Military Games; D.Rentfrow PART 4: ETHICS AND MORALITY Player in Fabula. Ethics of Interaction as Semiotic Negotiation Between Authorship and Readership; M.Maietti 'Moral Management': Dealing with Moral Concerns to Maintain Enjoyment of Violent Video Games; C.Klimmt, H.Schmid, A.Nosper, T.Hartmann & P.Vorderer Beyond Good and Evil: The Inhuman Ethics of Redemption and Bloodlines; W.Slocombe PART 5: POLITICS AND IDEOLOGY Preconscious Apocalypse. The Failure of Capitalism in Computer Games; S.O.Cavalcanti Borders and Bodies in City of Heroes: (Re)imaging American Identity Post 9/11; N.Marshall Anti-PC Games. Exploring Articulations of the Politically Incorrect in GTA San Andreas; A.Jahn-Sudmann & R.Stockmann Strip-Shift-Impose-Recycle-Overload-Spill-Breakout-Abuse. Artists' (Mis-)Appropriations of Shooter Games; M.Engeli PART 6: COMPUTER GAME PLAY(ERS) AND CULTURAL IDENTITIES Presence-Play: The Hauntology of the Computer Game; D.Lockwood & T.Richards Negotiating Online Computer Games in East Asia: Manufacturing Asian MMORPGs and Marketing 'Asianness'; D.Chan Teenage Girls 'Play House' - The Cyber-drama of the Sims; L.Dyson Cited Computer Games References Index

最近チェックした商品