Game invaders : the theory and understanding of computer games /

"Introduces a practical critical method for analyzing existing games and designing future games"--

Λεπτομέρειες βιβλιογραφικής εγγραφής
Άλλοι συγγραφείς: Fencott, P. C.
Μορφή: Ηλ. βιβλίο
Γλώσσα:English
Έκδοση: Hoboken, New Jersey : Wiley, IEEE Press ; 2012.
Σειρά:IEEE Computer Society Publications
Θέματα:
Διαθέσιμο Online:Full Text via HEAL-Link
Πίνακας περιεχομένων:
  • Part I. Why Do People Play Games?
  • 1. You Are the One
  • Tools to Think With
  • Getting Started
  • 2. Genre
  • What Are Genres?
  • What Are Genres For?
  • Genre Maps
  • Computer Game Genres
  • A Theory of Computer Game Genres
  • 3. Activity
  • The Story of Activity Groups
  • An Overview of Activity Profiles
  • Three Driving Games
  • Calculating Genres
  • Tasks
  • 4. Pleasure
  • Aesthetics and Computer Games
  • Spacewar
  • Zork
  • Pac-Man
  • Comparative Aesthetics
  • Tasks
  • 5. Two Rail-Shooters
  • Star Fox and Rez
  • Activity Profiling and Genre Theory
  • Applying Aesthetic Theory
  • The Method of Game Analysis
  • Tetsuya Mizuguchi, Rez, and Beyond
  • 6. Why Don't People Play Games
  • What Do We Mean by Games?
  • Resident Evil
  • Why Not Ask the Players?
  • Emotional Models of Play
  • Player Types
  • Demographic Research
  • Why Don't People Play Games?
  • Conclusions
  • Part II. What Is a Game?
  • 7. Just an Ordinary Day
  • The Glass Vial
  • Unrealisms
  • Perceptual Opportunities
  • Sureties
  • Surprises
  • Attractors
  • Connectors
  • Rewards
  • Getting It All Together in SinCity
  • Perceptual Mapping in SinCity
  • AS-OceanFloor
  • 8. Big Bad Streets
  • Driver School
  • Sureties
  • Surprises
  • Driver and SinCity Comparisons
  • 9. Time to Visit Yokosuka
  • Shenmue
  • Genre and Activity Profile
  • Aesthetics
  • Shenmue POs
  • PSAS and Cut Scenes
  • Interactive Storytelling?
  • And On With General Aesthetics
  • 10. Meaning What?
  • Semiotics and Signs
  • Pac-Man's Signs
  • Icons, Indexes, and Symbols
  • Denotation, Connotation, and Myth
  • Syntagms and Paradigms
  • Codes
  • Making Up Pac-Man
  • Filling Gaps
  • 11. All Work and Play
  • The Work of Meaning
  • Signs of Interaction
  • The Mechanics of Interaction
  • The Inside-Out Code
  • Where Is the Player?
  • 12. Big Game Hunting
  • Semiosphere
  • The Code of Interaction
  • The Myth of Interaction
  • What Is a Game?
  • How Do You Get Out of Here?
  • Big Game Hunting
  • Glossary
  • List of Games
  • Bibliography
  • Index.