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ebook ∣ Essays on the Nexus of Game and Gamer
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).
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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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Digital Gameplay: Essays on the Nexus of Game and Gamer Paperback – Illustrated, Aug. 25 2005
Purchase options and add-ons.
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
Product description
About the author, product details.
- 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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THE VIDEO GAME LIBRARY
YOUR ONE STOP RESOURCE ON BOOKS ABOUT GAMES
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)
- Game Studies
- Non-Fiction
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Digital Gameplay
Essays on the Nexus of Game and Gamer
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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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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 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
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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.
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 ...
Digital Gameplay: Essays on the Nexus of Game and Gamer eBook : Garrelts, Nate, Nate Garrelts: Amazon.co.uk: Kindle Store
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.
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.
In recent years, computer technology has permeated all aspects of lifenot 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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Digital Gameplay : Essays on the Nexus of Game and Gamer. Best source Find full text or request; About this article. Authors: Nate Garrelts Nate Garrelts Publication Date: 2005-01-01 Language: English Abstract
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Digital Gameplay: Essays On The Nexus Of Game And GamerNovember 2005. Author: Nate Garrelts. Publisher: McFarland & Company, Inc. Publishers. ISBN: 978--7864-2292-. Published: 01 November 2005. Available at Amazon. Save to Binder Export Citation.
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 ...
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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.
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