Computer Games as a Sociocultural Phenomenon: Games Without Frontiers - War Without TearsAndreas Jahn-Sudmann, Ralf Stockmann The aesthetic vocabulary of video games / Joost van Dreunen -- Can games get real?: a closer look at documentary digital games / Ian Bogost and Cindy Poremba -- Emotional design of computer games and fiction films / Doris C. Rush -- "Applied game theory": innovation, diversity, experimentation in contemporary game design / Henry Jenkins and Kurt Squire -- There and back again: reuse, signifiers, and consistency in created game spaces / Peter Berger -- Another bricolage in the wall: Deleuze and teenage alienation / Jeffrey P. Cain -- Programming violence: language and the making of interactive media / Claudia Herbst -- Impotence and agency: computer games as a post-9/11 battlefield / Henry Lowood -- S(t)imulating war: from early films to military games / Daphnée Rentfrow -- Player in fabula: ethics of interaction as semiotic negotiation between authorship and readership / Massimo Maietti -- "Moral management": dealing with moral concerns to maintain enjoyment of violent video games / Christoph Klimmt ... [et al.] ... -- Beyond good and evil: the inhuman ethics of Redemption and Bloodlines / Will Slocombe -- Preconscious apocalypse: the failure of capitalism in computer games / Sven O. Cavalcanti -- Borders and bodies in City of heroes: (re)imaging American identity post-9/11 / Nowell Marshall -- Anti-PC games: exploring articulations of the politically incorrect in GTA San Adreas / Andreas Jahn-Sudmann and Ralf Stockmann -- Strip: shift: impose: recycle: overload: spill: breakout: abuse: artists' (mis- )appropriations of shooter games / Maia Engeli -- Presence-play: the hauntology of the computer game / Dean Lockwood and Tony Richards -- Negotiating online computer games in East Asia: manufacturing Asian MMORPGs and marketing Asianness / Dean Chan -- Teenage girls play house: the cyber drama of The Sims / Lynda Dyson. |
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Contents
The Aesthetic Vocabulary of Video Games | 3 |
Rusch | 22 |
5 | 47 |
Copyright | |
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action aesthetic America's Army American Asian Asian MMORPGs avatar become behaviour Blizzard Entertainment Bloodlines body characters cinema City of Heroes computer games create cultural death Deleuze Derrida digital games discourse documentary games emotional Entertainment ethics example experience first-person shooter Full Spectrum Warrior game design game world game-play game's gamers gender genre GTA San Andreas human identity images interactive media interface kill Klimmt knowing eye Masquerade medium military MMORPGs mods moral concern moral disengagement moral management narrative online games Operation Flashpoint Operation Just Reward play player pleasures politically incorrect popular potential produce race Ragnarok Online realism reality Redemption representation Rogue Spear role screen semiotic sexual shooter games Sims simulation social specific strategies theory tion traditional Ubi Soft University vampire video-game violence violent games violent video games virtual space visual wuxia