Consalvo, Mia
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자료유형 | E-BOOK |
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서명/저자사항 | Real games : what's legitimate and what's not in contemporary video games/ Mia Consalvo and Christopher A. Paul. |
개인저자 | Consalvo, Mia,1969- author. Paul, Christopher A.,author, |
발행사항 | Cambridge: MIT Press, 2019. |
형태사항 | 1 online resource (224 pages). |
총서사항 | Playful Thinking |
기타형태 저록 | Print version: Consalvo, Mia, 1969- author. Real games 9780262042604 |
ISBN | 9780262353625 0262353628 |
내용주기 | Intro; Contents; On Thinking Playfully; Preface; Who Is Playing Not-Real Games?; Acknowledgments; Introduction: Welcome to the Discourse of the Real: Constituting the Boundaries of Games and Player; Real Game Studies?; Constitutive Rhetoric and the Creation of the Real; Prototype Theory; Our Analytic Lens; Chapter Breakdown; 1. Facebook Games Were Evil; A Game's Developer: Pedigree Matters; The Game Itself: Formal Elements; Payment Structures: Real Games and Real Dollars; Conclusion; 2. Developer Pedigree; Of Kings, Candy, and Sagas; Blizzard; Flappy Bird and an Outsider Indie Developer Conclusion3. The Game Itself; Length; Platform and Control Scheme; Social Richness and Perceived Difficulty; Conclusion; 4. The Rise of Free-to-Play Games; A (Selective) History of Purchasing Gameplay; Conclusion; Walking toward a Conclusion; Moving Past Walking; Notes; Preface; Introduction; Chapter 1; Chapter 2; Chapter 3; Chapter 4; Walking toward a Conclusion; Bibliography; Index |
요약 | How we talk about games as real or not-real, and how that shapes what games are made and who is invited to play them. |
일반주제명 | Video games --History. Video games --Design. Video games --Social aspects. Video games industry --History. Video games. Video games --Design. Video games industry. Video games --Social aspects. |
언어 | 영어 |
바로가기 | URL |
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