341358.pdf

Whether you love them or loathe them, look back with wistful nostalgia to the days of Pong and Space Invaders, or regard the whole phenomenon with blank incomprehension, there is no doubt that computer and video games now occupy a significant place in contemporary popular culture. The economics alon...

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Γλώσσα:English
Έκδοση: Manchester University Press 2010
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spelling oapen-20.500.12657-350332022-04-26T11:21:17Z More than a game: The computer game as fictional form Atkins, Barry pong video gaming computer arcade game Half-Life (video game) Lara Croft Tomb Raider bic Book Industry Communication::U Computing & information technology::UD Digital lifestyle::UDX Computer games / online games: strategy guides Whether you love them or loathe them, look back with wistful nostalgia to the days of Pong and Space Invaders, or regard the whole phenomenon with blank incomprehension, there is no doubt that computer and video games now occupy a significant place in contemporary popular culture. The economics alone are staggering, with unit sales counted in the millions. The frequency of assertions in the popular press about the dangerous influence of their violent subject matter and 'immersive' potential imply a startling level of influence. To disregard the computer game is to refuse to engage fully with contemporary popular culture. This is the first academic work dedicated to the study of computer games in terms of the stories they tell and the manner of their telling. Taking its cue from practices of reading texts in literary and cultural studies, it considers the computer game as a new and emerging mode of contemporary storytelling in a fashion that is accessible and readable, recognising the excitement and pleasure that has made the computer game such a massive global phenomenon. In a carefully organised study Barry Atkins discusses in detail questions of narrative and realism in four of the most significant games of the last decade: Tomb Raider, Half-Life, Close Combat and SimCity. This is a work for both the student of contemporary culture and those game-players who are interested in how computer games tell their stories. 2010-06-01 00:00:00 2020-04-01T15:31:52Z 2020-04-01T15:31:52Z 2003 book 341358 OCN: 57756796 9780719063640 http://library.oapen.org/handle/20.500.12657/35033 eng application/pdf n/a 341358.pdf Manchester University Press 10.7228/manchester/9780719063640.001.0001 10.7228/manchester/9780719063640.001.0001 6110b9b4-ba84-42ad-a0d8-f8d877957cdd 9780719063640 open access
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description Whether you love them or loathe them, look back with wistful nostalgia to the days of Pong and Space Invaders, or regard the whole phenomenon with blank incomprehension, there is no doubt that computer and video games now occupy a significant place in contemporary popular culture. The economics alone are staggering, with unit sales counted in the millions. The frequency of assertions in the popular press about the dangerous influence of their violent subject matter and 'immersive' potential imply a startling level of influence. To disregard the computer game is to refuse to engage fully with contemporary popular culture. This is the first academic work dedicated to the study of computer games in terms of the stories they tell and the manner of their telling. Taking its cue from practices of reading texts in literary and cultural studies, it considers the computer game as a new and emerging mode of contemporary storytelling in a fashion that is accessible and readable, recognising the excitement and pleasure that has made the computer game such a massive global phenomenon. In a carefully organised study Barry Atkins discusses in detail questions of narrative and realism in four of the most significant games of the last decade: Tomb Raider, Half-Life, Close Combat and SimCity. This is a work for both the student of contemporary culture and those game-players who are interested in how computer games tell their stories.
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publisher Manchester University Press
publishDate 2010
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