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By nate garrelts.

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9780786422920

Nate Garrelts

McFarland & Company, Inc., Publishers

17 September 2014

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Digital gameplay: essays on the nexus of game and gamer (paperback).

Digital Gameplay: Essays on the Nexus of Game and Gamer By Nate Garrelts (Editor) Cover Image

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In recent years, computer technology has permeated all aspects of life--not just work and education, but also leisure time. Increasingly, digital games are the way we play.

This volume addresses the world of digital games, with special emphasis on the role and input of the gamer. In fifteen essays, the contributors discuss the various ways the game player interacts with the game. The first half of the book considers the physical and mental aspects of digital game play. The second section concentrates on other factors that influence play. Essays cover the full range of digital gaming, including computer and video games. Topics include several detailed investigations of particular, often controversial games such as Grand Theft Auto: Vice City, as well as a consideration of the ways in which game-playing crosses socioeconomic, age, gender and racial lines. The concluding essays discuss scholars' perceptions of digital media and efforts to frame them.

Instructors considering this book for use in a course may request an examination copy here.

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Nate Garrelts

Digital Gameplay: Essays on the Nexus of Game and Gamer Paperback – Illustrated, Aug. 25 2005

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In recent years, computer technology has permeated all aspects of life--not just work and education, but also leisure time. Increasingly, digital games are the way we play.

This volume addresses the world of digital games, with special emphasis on the role and input of the gamer. In fifteen essays, the contributors discuss the various ways the game player interacts with the game. The first half of the book considers the physical and mental aspects of digital game play. The second section concentrates on other factors that influence play. Essays cover the full range of digital gaming, including computer and video games. Topics include several detailed investigations of particular, often controversial games such as Grand Theft Auto: Vice City, as well as a consideration of the ways in which game-playing crosses socioeconomic, age, gender and racial lines. The concluding essays discuss scholars' perceptions of digital media and efforts to frame them.

Instructors considering this book for use in a course may request an examination copy here.

  • Print length 268 pages
  • Language English
  • Publisher McFarland & Company
  • Publication date Aug. 25 2005
  • Dimensions 15.24 x 1.37 x 22.86 cm
  • ISBN-10 0786422920
  • ISBN-13 978-0786422920
  • See all details

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  • Publisher ‏ : ‎ McFarland & Company; Illustrated edition (Aug. 25 2005)
  • Language ‏ : ‎ English
  • Paperback ‏ : ‎ 268 pages
  • ISBN-10 ‏ : ‎ 0786422920
  • ISBN-13 ‏ : ‎ 978-0786422920
  • Item weight ‏ : ‎ 386 g
  • Dimensions ‏ : ‎ 15.24 x 1.37 x 22.86 cm

About the author

Nate garrelts.

Nate Garrelts specializes in cultural studies and contemporary American literature. In addition to publishing on topics ranging from instructional comics to film representations of pimps, he has edited four collections on digital games. His first book, Digital Gameplay (2005), examined the intersections between games and gamers. Later books help readers understand a single game or franchise by presenting multiple academic perspectives. These books include The Meaning and Culture of Grand Theft Auto (2006), Understanding Minecraft (2014), and Responding to Call of Duty (2017). Garrelts is a professor of English at Ferris State University in Big Rapids, Michigan.

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DIGITAL GAMEPLAY: ESSAYS ON THE NEXUS OF GAME AND GAMER

Aleksandra k. krotoski, christina sommerfeldt, david j. leonard, eugénie shinkle, harry j. brown, jennifer jenson, john unger, jonathan boulter, julian kücklich, marc c. santos, michael oren, nate garrelts, nicholas taylor, porter lee troutman jr., richard j. hand, robin woods, sarah e. white, shira chess, suzanne de castell, victoria "tori" hamilton, will slocombe.

In recent years, computer technology has permeated all aspects of life—not just work and education, but also leisure time. Increasingly, digital games are the way we play.

This volume addresses the world of digital games, with special emphasis on the role and input of the gamer. In fifteen essays, the contributors discuss the various ways the game player interacts with the game. The first half of the book considers the physical and mental aspects of digital game play. The second section concentrates on other factors that influence play. Essays cover the full range of digital gaming, including computer and video games. Topics include several detailed investigations of particular, often controversial games such as Grand Theft Auto: Vice City, as well as a consideration of the ways in which game-playing crosses socioeconomic, age, gender and racial lines. The concluding essays discuss scholars’ perceptions of digital media and efforts to frame them.

PUBLICATION DETAILS

Authors: #AleksandraKKrotoski #ChristinaSommerfeldt #DavidJLeonard #EugénieShinkle #HarryJBrown #JenniferJenson #JohnUnger #JonathanBoulter #JulianKücklich #MarcCSantos #MichaelOren #NateGarrelts #NicholasTaylor #PorterLeeTroutmanJr . #RichardJHand #RobinWoods #SarahEWhite #ShiraChess #SuzannedeCastell #VictoriaToriHamilton #WillSlocombe

Publishers: #McFarland (McFarland)

Languages: #English

Format: #Paperback #eBook

Accessibility: N/A

Year: #Year2005

Genres: #Essays #GameStudies

Public Figures: N/A

Games: #DeusEx (Deus Ex, Deus Ex: Invisible War)

#Diablo (Diablo II_

#GrandTheftAuto (Grand Theft Auto: Vice City)

#NeverwinterNights (Neverwinter Nights)

#SilentHill (Silent Hill)

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Digital Gameplay

Digital Gameplay

Essays on the Nexus of Game and Gamer

$ 29.95

About the Book

In recent years, computer technology has permeated all aspects of life—not just work and education, but also leisure time. Increasingly, digital games are the way we play. This volume addresses the world of digital games, with special emphasis on the role and input of the gamer. In fifteen essays, the contributors discuss the various ways the game player interacts with the game. The first half of the book considers the physical and mental aspects of digital game play. The second section concentrates on other factors that influence play. Essays cover the full range of digital gaming, including computer and video games. Topics include several detailed investigations of particular, often controversial games such as Grand Theft Auto: Vice City, as well as a consideration of the ways in which game-playing crosses socioeconomic, age, gender and racial lines. The concluding essays discuss scholars’ perceptions of digital media and efforts to frame them. Instructors considering this book for use in a course may request an examination copy here .

About the Author(s)

Nate Garrelts is a professor of English at Ferris State University in Big Rapids, Michigan.

Bibliographic Details

Edited by Nate Garrelts Format: softcover (6 x 9) Pages: 268 Bibliographic Info: photos, notes, bibliography, index Copyright Date: 2005 pISBN: 978-0-7864-2292-0 eISBN: 978-0-7864-8347-1 Imprint: McFarland

Table of Contents

Introduction: Negotiating the Digital Game/Gamer Intersection      1

1. Corporealis Ergo Sum: Affective Response in Digital Games      21 2. A “Majestic” Reflexivity: Machine-Gods and the Creation of the Playing Subject in Deus Ex and Deus Ex: Invisible War       36 3. Virtual Bodies, or Cyborgs Are People Too      52 4. Playing with Ourselves: A Psychoanalytic Investigation of Resident Evil and Silent Hill       69 5. Playing the Bad Guy: Grand Theft Auto in the Panopticon      80 6. Signs, Symbols, and Perceptions in Grand Theft Auto: Vice City       91 7. To the White Extreme: Conquering Athletic Space, White Manhood, and Racing Virtual Reality      110 8. Pimps, Players and Foes: Playing Diablo II “Outside the Box”      130 9. Living Art: Commercial Modding and Code-Illiterate Gamers      146 10. The Embodied Adventurer: Women as Player-Characters, Gamers, and Module-Builders in BioWare’s Neverwinter Nights       160 11. Socializing, Subversion, and the Self: Why Women Flock to Massively Multiplayer Online Games      174 12. Beyond Linear Narrative: Augusto Boal Enters Norrath      189 13. Theatres of Interactivity: Video Games in the Drama Studio      208 14. Call and Response: Storytelling in the Neverwinter Vault      221 15. From Interactivity to Playability: Why Digital Games Are Not Interactive      232

About the Contributors       249 Index       253

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  • Publisher McFarland
  • Publication date 2005
  • ISBN 10  0786422920
  • ISBN 13  9780786422920
  • Binding Paperback
  • Number of pages 268
  • Editor Garrelts Nate

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  1. Digital Gameplay: Essays on the Nexus of Game and Gamer

    Increasingly, digital games are the way we play. This volume addresses the world of digital games, with special emphasis on the role and input of the gamer. In fifteen essays, the contributors discuss the various ways the game player interacts with the game. The first half of the book considers the physical and mental aspects of digital game play.

  2. Digital gameplay : essays on the nexus of game and gamer

    The second section concentrates on factors that influence play, including the perception of the game player. Essays cover the full range of digital gaming, including computer, video and arcade games. The final essays discuss scholars' perceptions of digital media"--Provided by publisher Includes bibliographical references and index

  3. Digital gameplay : essays on the nexus of game and gamer

    Stanford Libraries' official online search tool for books, media, journals, databases, government documents and more.

  4. Digital Gameplay: Essays on the Nexus of Game and Gamer

    In fifteen essays, the contributors discuss the various ways the game player interacts with the game. The first half of the book considers the physical and mental aspects of digital game play. The second section concentrates on other factors that influence play. Essays cover the full range of digital gaming, including computer and video games.

  5. Digital Gameplay: Essays on the Nexus of Game and Gamer

    In recent years, computer technology has permeated all aspects of life—not just work and education, but also leisure time. Increasingly, digital games are the way we play. This volume addresses the world of digital games, with special emphasis on ...

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  7. Digital Gameplay: Essays on the Nexus of Game and Gamer (Paperback

    Increasingly, digital games are the way we play. This volume addresses the world of digital games, with special emphasis on the role and input of the gamer. In fifteen essays, the contributors discuss the various ways the game player interacts with the game. The first half of the book considers the physical and mental aspects of digital game play.

  8. Digital Gameplay : Essays on the Nexus of Game and Gamer

    Increasingly, digital games are the way we play. This volume addresses the world of digital games, with special emphasis on the role and input of the gamer. In fifteen essays, the contributors discuss the various ways the game player interacts with the game. The first half of the book considers the physical and mental aspects of digital game play.

  9. Digital Gameplay: Essays on the Nexus of Game and Gamer by Nate

    In recent years, computer technology has permeated all aspects of life—not just work and education, but also leisure time. Increasingly, digital games are the way we play. This volume addresses the world of digital games, with special emphasis on the role and input of the gamer. In fifteen...

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