Videogames explores the design and culture of videogames since the mid-2000s, investigating groundbreaking contemporary design work, creative and rebellious player communities, and the political conve
In the few decades since they first blipped their way onto television screens, videogames have become one of the most culturally, socially and economically significant media forms. Newman’s volume con
In the few decades since they first blipped their way onto television screens, videogames have become one of the most culturally, socially and economically significant media forms. Newman’s volume con
Newman's lucid and engaging introduction guides the reader through the world of videogaming. It traces the history of the videogame, from its origins in the computer lab, to its contemporary status as
Featuring contributions from leading figures in the videogames industry including the international games scholar Henry Jenkins; Simon and Andrew Oliver, directors of Blitz Games; and writer and broad
Featuring contributions from leading figures in the videogames industry including the international games scholar Henry Jenkins; Simon and Andrew Oliver, directors of Blitz Games; and writer and broad
Co-creativity has become a significant cultural and economic phenomenon. Media consumers have become media producers. This book offers a rich description and analysis of the emerging participatory, co
Co-creativity has become a significant cultural and economic phenomenon. Media consumers have become media producers. This book offers a rich description and analysis of the emerging participatory, co
From Pong to Madden NFL to Wii Fit, Sports Videogames argues for the multiple ways that sports videogames—alongside televised and physical sports—impact one another, and how players and viewers make s
From Pong to Madden NFL to Wii Fit, Sports Videogames argues for the multiple ways that sports videogames—alongside televised and physical sports—impact one another, and how players and viewers make s
Video games challenge our notions of identity, creativity, and moral value, and provide a powerful new avenue for teaching and learning. This book is a rich and provocative guide to the role of intera
Playing with Videogames documents the richly productive, playful and social cultures of videogaming that support, surround and sustain this most important of digital media forms and yet which remain l
Studying Videogames is the first book to look at videogames as media texts. Written specifically for advanced level/undergraduate students it covers a broad range of games, industry contexts, and rese
This collection of essays is devoted to the philosophical examination of the aesthetics of videogames. Videogames represent one of the most significant developments in the modern popular arts, and it
This book argues that games offer a means of coming to terms with a world that is being transformed by digital technologies. As blends of software and fiction, videogames are uniquely capable of repre
In order to better understand and theorize video games and game playing, it is necessary to study the activities of gamers themselves. Gamers make literal the theoretical concept that Roland Barthes a
Videogames! Aren’t they the medium of the twenty-first century? The new cinema? The apotheosis of art and entertainment, the realization of Wagnerian gesamtkunstwerk? The final victory of interaction
Over the last decade, videogames have become an increasingly important arm of the global cultural industries. Profits from videogames have not only surpassed Hollywood's annual box office, but videoga
The Art of Videogames explores how philosophy of the arts theories developed to address traditional art works can also be applied to videogames. Presents a unique philosophical approach to the art of
The Art of Videogames explores how philosophy of the arts theories developed to address traditional art works can also be applied to videogames. Presents a unique philosophical approach to the art of