LEADER 02791nam 2200613Ia 450 001 9910811905103321 005 20200520144314.0 010 $a0-8173-5125-6 010 $a0-8173-8142-2 024 7 $a2027/heb33721 035 $a(CKB)1000000000483496 035 $a(EBL)438202 035 $a(OCoLC)298788719 035 $a(SSID)ssj0000160654 035 $a(PQKBManifestationID)11149154 035 $a(PQKBTitleCode)TC0000160654 035 $a(PQKBWorkID)10183243 035 $a(PQKB)10212169 035 $a(Au-PeEL)EBL438202 035 $a(CaPaEBR)ebr10218351 035 $a(MiAaPQ)EBC438202 035 $a(dli)HEB33721 035 $a(MiU) MIU01100000000000000000925 035 $a(EXLCZ)991000000000483496 100 $a20040503d2004 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aGame work $elanguage, power, and computer game culture /$fKen S. McAllister 205 $a1st ed. 210 $aTuscaloosa, Ala. $cUniversity of Alabama Press$dc2004 215 $a1 online resource (250 p.) 225 1 $aRhetoric, culture, and social critique 300 $aDescription based upon print version of record. 311 $a0-8173-1418-0 320 $aIncludes bibliographical references and index. 327 $aContents; 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; Index 330 $aVideo 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.