03604oam 2200685I 450 991077902940332120230126202909.01-136-34305-91-136-34306-70-203-12403-010.4324/9780203124031 (CKB)2550000000098659(EBL)957077(OCoLC)798532605(SSID)ssj0000679627(PQKBManifestationID)11449637(PQKBTitleCode)TC0000679627(PQKBWorkID)10625475(PQKB)11348150(MiAaPQ)EBC957077(Au-PeEL)EBL957077(CaPaEBR)ebr10545618(CaONFJC)MIL761466(OCoLC)787851302(EXLCZ)99255000000009865920180706d2012 uy 0engur|n|---|||||txtccrWordplay and the discourse of video games analyzing words, design, and play /Christopher A. PaulNew York :Routledge,2012.1 online resource (223 p.)Routledge studies in new media and cyberculture ;10Description based upon print version of record.0-415-83499-6 0-415-89306-2 Includes bibliographical references and index.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"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"--Provided by publisher.Routledge studies in new media and cyberculture ;10.Video gamesSocial aspectsVideo gamesDesignVocabularyVisual literacyVideo gamesSocial aspects.Video gamesDesign.Vocabulary.Visual literacy.794.8SOC052000GAM013000SOC022000bisacshPaul Christopher A.1580964MiAaPQMiAaPQMiAaPQBOOK9910779029403321Wordplay and the discourse of video games3862211UNINA