LEADER 03620nam 2200697Ia 450 001 9910971963703321 005 20251117095352.0 010 $a1-136-34305-9 010 $a1-136-34306-7 010 $a0-203-12403-0 024 7 $a10.4324/9780203124031 035 $a(CKB)2550000000098659 035 $a(EBL)957077 035 $a(OCoLC)798532605 035 $a(SSID)ssj0000679627 035 $a(PQKBManifestationID)11449637 035 $a(PQKBTitleCode)TC0000679627 035 $a(PQKBWorkID)10625475 035 $a(PQKB)11348150 035 $a(MiAaPQ)EBC957077 035 $a(Au-PeEL)EBL957077 035 $a(CaPaEBR)ebr10545618 035 $a(CaONFJC)MIL761466 035 $a(OCoLC)787851302 035 $a(EXLCZ)992550000000098659 100 $a20110930d2012 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aWordplay and the discourse of video games $eanalyzing words, design, and play /$fChristopher A. Paul 205 $a1st ed. 210 $aNew York $cRoutledge$d2012 215 $a1 online resource (223 p.) 225 1 $aRoutledge studies in new media and cyberculture ;$v10 300 $aDescription based upon print version of record. 311 08$a0-415-83499-6 311 08$a0-415-89306-2 320 $aIncludes bibliographical references and index. 327 $aFront 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 330 $a"In this timely new book, Christopher Paul analyzes how the words we use to talk about video games and the structures that are produced within games shape a particular way of gaming by focusing on how games create meaning, lead to identification and division, persuade, and circulate ideas. Paul examines the broader social discourse about gaming, including: the way players are socialized into games; the impact of the lingering association of video games as kid's toys; the dynamics within specific games (including Grand Theft Auto and EA Sports Games); and the ways in which players participate in shaping the discourse of games, demonstrated through examples like the reward system of World of Warcraft and the development of theorycraft. Overall, this book illustrates how video games are shaped by words, design and play; all of which are negotiated, ongoing practices among the designers, players, and society that construct the discourse of video games"--$cProvided by publisher. 410 0$aRoutledge studies in new media and cyberculture ;$v10. 606 $aVideo games$xSocial aspects 606 $aVideo games$xDesign 606 $aVocabulary 606 $aVisual literacy 615 0$aVideo games$xSocial aspects. 615 0$aVideo games$xDesign. 615 0$aVocabulary. 615 0$aVisual literacy. 676 $a794.8 686 $aSOC052000$aGAM013000$aSOC022000$2bisacsh 700 $aPaul$b Christopher A$01650707 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910971963703321 996 $aWordplay and the discourse of video games$94497325 997 $aUNINA