1.

Record Nr.

UNINA9910779029403321

Autore

Paul Christopher A.

Titolo

Wordplay and the discourse of video games : analyzing words, design, and play / / Christopher A. Paul

Pubbl/distr/stampa

New York : , : Routledge, , 2012

ISBN

1-136-34305-9

1-136-34306-7

0-203-12403-0

Descrizione fisica

1 online resource (223 p.)

Collana

Routledge studies in new media and cyberculture ; ; 10

Classificazione

SOC052000GAM013000SOC022000

Disciplina

794.8

Soggetti

Video games - Social aspects

Video games - Design

Vocabulary

Visual literacy

Lingua di pubblicazione

Inglese

Formato

Materiale a stampa

Livello bibliografico

Monografia

Note generali

Description based upon print version of record.

Nota di bibliografia

Includes bibliographical references and index.

Nota di contenuto

Front Cover; Wordplay and the Discourse of Video Games; Copyright Page; Contents; Acknowledgments; Introduction: The New Rhetoric of Video Games; Part I: The Context; 1. Socializing Gamers; 2. Video Games as 'Kid's' Toys; 3. Talking Game Design; 4. Consoles Read Rhetorically; Part II: The Texts; 5. GTA, Humor, and Protagonists; 6. EA Sports and Planned Obsolescence; 7. Rearticulating Rewards in WoW; 8. Theorycraft and Optimization; 9. Balance and Meritocracies; Part III: Using Wordplay; 10. Words, Design, and Play; Notes; References; Index

Sommario/riassunto

"In this timely new book, Christopher Paul analyzes how the words we use to talk about video games and the structures that are produced within games shape a particular way of gaming by focusing on how games create meaning, lead to identification and division, persuade, and circulate ideas. Paul examines the broader social discourse about gaming, including: the way players are socialized into games; the impact of the lingering association of video games as kid's toys; the dynamics within specific games (including Grand Theft Auto and EA Sports Games); and the ways in which players participate in shaping the discourse of games, demonstrated through examples like the reward



system of World of Warcraft and the development of theorycraft. Overall, this book illustrates how video games are shaped by words, design and play; all of which are negotiated, ongoing practices among the designers, players, and society that construct the discourse of video games"--