List of Illustrations
Acknowledgements
1. Studying computer games
2. Defining game genres
3. Games and narrative
4. Play and pleasure
5. Space, navigation and affect
6. Playing roles
7. Reworking the text: online fandom
8. Motivation and online gaming
9. Social play and learning
10. Agency in and around play
11. Film, adaptation and computer games
12. Games and Gender
13. Doing game analysis
Notes
Games Cited
References
Index
David Buckingham is Professor of Education and head of the
Centre for the Study of Children, Youth and Media (CSCYM) at the
University of London.
Andrew Burn is Reader in Education and New Media and Associate
Director of the CSCYM at the University of London.
Diane Carr is Research Officer of the CSCYM at the University of
London.
Gareth Schott is Senior Lecturer of Screen and Media Studies at the
University of Waikato.
"This valuable text is always informed by serious research,
analysis and careful thought."
-- Julian McDougall, Media Education Assocation Newsletter
'Computer Games: Text, Narrative and Play will be valuable for
teachers and students who want to familiaize themselves with the
core concepts and important debates within the merging field of
games studies. But it does more than that - couping format analysis
of games with an ethnographic perspective on games-playing showing
how the same games studies can be read through multiple conceptual
frameworks. If recent writing in games studies has seemed
polarized, this book maps the middle ground between the warring
positions.'
-- Henry Jenkins, Massachusetts Institute of Technology
'Computer Games challenges the notion that games are "just for
fun" by introducing a readable tome for observers and players of
Pong to Perfect Dark. A comprehensive and useful breakdown of what
students of games studies should focus on and how they should go
about doing it.'
-- Aleks Krotoski, Technology Journalist and Researcher
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