Digital games are one of the most significant media interfaces of contemporary life. 

Games today interweave with the social, economic, material, and political complexities of living in a digital age. But who makes games, who plays them, and what, how and where do we play? 

This book explores the ways in which games and game cultures can be understood. It investigates the sites, genres, platforms, interfaces and contexts for games and gameplay, offering a critical overview of the breadth of contemporary game studies.

    It is an essential companion for students looking to understand games and games cultures in our increasingly playful and ‘gamified’ digital society.

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    Chapter 1: Introduction: Understanding Games and Game Cultures Part I: Games in Context Chapter 2: Methods in Games Studies Chapter 3: Game Industries and Interfaces Part II: Communities of Practice Chapter 4: Game Communities and Productive Fandom Chapter 5: Esports and Fantasy Sports Chapter 6: Livestreaming and Let’s Play Part III: Artful Interventions Chapter 7: Between Art Games and Game Art Chapter 8: Serious Games and Games for Change Chapter 9: Pervasive Games and Urban Play Part IV: Mobilities Chapter 10: The Rise and Rise of Mobile Games Chapter 11: Augmented Reality Games and Playful Locative Media Chapter 12: Conclusion: Themes and Futures
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    Produktdetaljer

    ISBN
    9781526498014
    Publisert
    2021-03-31
    Utgiver
    Vendor
    SAGE Publications Ltd
    Vekt
    590 gr
    Høyde
    242 mm
    Bredde
    170 mm
    Aldersnivå
    U, 05
    Språk
    Product language
    Engelsk
    Format
    Product format
    Innbundet
    Antall sider
    248

    Biographical note

    INGRID RICHARDSON is an Associate Professor in Games Art & Design at Murdoch University Larissa Hjorth is Professor in the Games Program at the School of Media & Communication, at RMIT University, Australia.