02429nam 2200589 a 450 991079196470332120230126204207.00-8173-8559-2(CKB)2560000000079474(EBL)835624(OCoLC)772845328(SSID)ssj0000590583(PQKBManifestationID)11398991(PQKBTitleCode)TC0000590583(PQKBWorkID)10666041(PQKB)10394561(MiAaPQ)EBC835624(MdBmJHUP)muse9336(Au-PeEL)EBL835624(CaPaEBR)ebr10527805(EXLCZ)99256000000007947420101022d2011 uy 0engur|n|---|||||txtccrGaming matters[electronic resource] art, science, magic, and the computer game medium /Judd Ethan Ruggill and Ken S. McAllisterTuscaloosa University of Alabama Pressc20111 online resource (168 p.)Description based upon print version of record.0-8173-1737-6 Includes bibliographical references and index.Includes "gameography".Idiosyncrasy -- Irreconcilability -- Aimlessness -- Anachronism -- Duplicity -- Work -- Alchemy. In his 2004 book Game Work, Ken S. McAllister proposed a rigorous critical methodology for the discussion of the "video game complex"-the games themselves, their players, the industry that produces them, and those who review and market them. Games, McAllister demonstrated, are viewed and discussed very differently by different factions: as an economic force, as narrative texts, as a facet of popular culture, as a psychological playground, as an ethical and moral force, even as a tool for military training. In Gaming Matters, McAllister andVideo gamesVideo gamesStudy and teachingVideo gamesSocial aspectsVideo games.Video gamesStudy and teaching.Video gamesSocial aspects.794.8Ruggill Judd Ethan886392McAllister Ken S.1966-1115327MiAaPQMiAaPQMiAaPQBOOK9910791964703321Gaming matters3863005UNINA