From Pong to virtual reality, Understanding Video Games, 4th Edition, takes video game studies into the next decade of the twenty-first century, highlighting changes in the area, including mobile, social, and casual gaming.
From Pong to virtual reality, Understanding Video Games, 4th Edition, takes video game studies into the next decade of the twenty-first century, highlighting changes in the area, including mobile, social, and casual gaming.
Simon Egenfeldt-Nielsen is CEO of the award-winning company Serious Games Interactive and has worked as an assistant professor at the Center for Computer Games Research at the IT University of Copenhagen. Jonas Heide Smith is head of digital communication at SMK. He has previously taught computer-mediated communication at the University of Copenhagen, the Copenhagen Business School, the IT University of Copenhagen, and Roskilde University. Susana Pajares Tosca is an associate professor at Roskilde University and is a founding editor of the journal Game Studies.
Inhaltsangabe
INTRODUCTION 1. STUDYING VIDEO GAMES 2. THE GAME INDUSTRY 3. WHAT IS A GAME? 4. HISTORY 5. VIDEO GAME AESTHETICS 6. VIDEO GAMES IN CULTURE 7. NARRATIVE 8. SERIOUS GAMES AND GAMIFICATON-WHEN ENTERTAINMENT IS NOT ENOUGH 9. VIDEO GAMES AND RISKS
INTRODUCTION 1. STUDYING VIDEO GAMES 2. THE GAME INDUSTRY 3. WHAT IS A GAME? 4. HISTORY 5. VIDEO GAME AESTHETICS 6. VIDEO GAMES IN CULTURE 7. NARRATIVE 8. SERIOUS GAMES AND GAMIFICATON-WHEN ENTERTAINMENT IS NOT ENOUGH 9. VIDEO GAMES AND RISKS
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