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Title Statement Handbook of computer game studies
Publication, Distribution, etc. (Imprint) MIT Press , Cambridge, MA ; 2005 : cop. 2005
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ISBN 0-262-18240-8 (inb.) 0-262-18240-8
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A broad treatment of computer and video games from a wide range of perspectives, including cognitive science and artificial intelligence, psychology, history, film and theater, cultural studies, and philosophy.
Acknowledgments p. ix Introduction p. xi Computer Games Design Reception Games as an Aesthetic Phenomenon Genres Genre and the Video Game p. 193 The Role of Artificial Intelligence in Computer Game Genres p. 205 Storytelling Games Telling Stories? p. 219 Narrativity in Computer Games p. 227 Games as a Cultural Phenomenon Identity The Game of Life: Narrative and Ludic Identity Formation in Computer Games p. 251 Computer Games as Evocative Objects: From Projective Screens to Relational Artifacts p. 267 Representation of Identity: Gender, Ethnicity, and History Gaming with Grrls: Looking for Sheroes in Computer Games p. 283 Gendered Gaming in Gendered Space p. 301 Serious Play: Playing with Race in Contemporary Gaming Culture p. 311 Simulation, History, and Computer Games p. 327 Games as a Social Phenomenon Participation Computer Games as Participatory Media Culture p. 373 I Am What I Play: Participation and Reality as Content p. 389 Game Reconstruction Workshop: Demolishing and Evolving PC Games and Gamer Culture p. 405 Renaissance Now! The Gamers' Perspective p. 415 About the Contributors p. 423 Games Index p. 429 Name Index p. 435 Subject Index p. 447