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Record Nr. |
UNINA9910779029403321 |
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Autore |
Paul Christopher A. |
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Titolo |
Wordplay and the discourse of video games : analyzing words, design, and play / / Christopher A. Paul |
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Pubbl/distr/stampa |
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New York : , : Routledge, , 2012 |
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ISBN |
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1-136-34305-9 |
1-136-34306-7 |
0-203-12403-0 |
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Descrizione fisica |
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1 online resource (223 p.) |
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Collana |
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Routledge studies in new media and cyberculture ; ; 10 |
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Classificazione |
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SOC052000GAM013000SOC022000 |
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Disciplina |
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Soggetti |
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Video games - Social aspects |
Video games - Design |
Vocabulary |
Visual literacy |
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Lingua di pubblicazione |
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Formato |
Materiale a stampa |
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Livello bibliografico |
Monografia |
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Note generali |
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Description based upon print version of record. |
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Nota di bibliografia |
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Includes bibliographical references and index. |
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Nota di contenuto |
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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 |
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Sommario/riassunto |
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"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 |
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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"-- |
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