02791nam 2200613Ia 450 991081190510332120200520144314.00-8173-5125-60-8173-8142-22027/heb33721(CKB)1000000000483496(EBL)438202(OCoLC)298788719(SSID)ssj0000160654(PQKBManifestationID)11149154(PQKBTitleCode)TC0000160654(PQKBWorkID)10183243(PQKB)10212169(Au-PeEL)EBL438202(CaPaEBR)ebr10218351(MiAaPQ)EBC438202(dli)HEB33721(MiU) MIU01100000000000000000925(EXLCZ)99100000000048349620040503d2004 uy 0engur|n|---|||||txtccrGame work language, power, and computer game culture /Ken S. McAllister1st ed.Tuscaloosa, Ala. University of Alabama Pressc20041 online resource (250 p.)Rhetoric, culture, and social critiqueDescription based upon print version of record.0-8173-1418-0 Includes bibliographical references and index.Contents; Preface; Acknowledgments; Part 1; Introduction to Part 1; 1. Studying the Computer Game Complex; 2. A Grammar of Gamework; Part 2; Introduction to Part 2; 3. Capturing Imaginations: Rhetoric in the Art of Computer Game Development; 4. Making Meanings Out of Contradictions: The Work of Computer Game Reviewing; 5. The Economics of ""Black and White""; Epilogue; Appendices; Notes; Works Cited; IndexVideo and computer games in their cultural contexts. As the popularity of computer games has exploded over the past decade, both scholars and game industry professionals have recognized the necessity of treating games less as frivolous entertainment and more as artifacts of culture worthy of political, social, economic, rhetorical, and aesthetic analysis. Ken McAllister notes in his introduction to Game Work that, even though games are essentially impractical, they are nevertheless important mediating agents for the broad exercise of socio-political power.<BRRhetoric, culture, and social critique.Computer gamesSocial aspectsElectronic games industryComputer gamesSocial aspects.Electronic games industry.794.8McAllister Ken S.1966-1115327MiAaPQMiAaPQMiAaPQBOOK9910811905103321Game work2717847UNINA