Game invaders : the theory and understanding of computer games /
"Introduces a practical critical method for analyzing existing games and designing future games"--
Άλλοι συγγραφείς: | |
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Μορφή: | Ηλ. βιβλίο |
Γλώσσα: | English |
Έκδοση: |
Hoboken, New Jersey : Wiley,
IEEE Press ;
2012.
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Σειρά: | IEEE Computer Society Publications
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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.