Front cover image for Videogame, player, text

Videogame, player, text

With essays from a range of internationally renowned game scholars, this major aim of this collection is to show how it is that videogames communicate their meanings and provide their pleasures. Each essay focuses on specific examples of gameplay dynamics
Print Book, English, 2007
Manchester University Press, Manchester, 2007
320 pages ; 20 cm
9780719074004, 9780719074011, 0719074002, 0719074010
1043085037
Introduction: Videogame, player, text - Barry Atkins and Tanya Krzywinska1. Beyond Ludus: narrative, videogames and the split condition of digital textuality - Marie-Laure Ryan2. All too urban: to live and die in SimCity - Matteo Bittanti3. Play, modality and claims of realism in Full Spectrum Warrior - Geoff King4. Why am I in Vietnam? – The history of a video game - Jon Dovey 5. “It’s Not Easy Being Green”: real-time game performance in Warcraft - Henry Lowood6. Being a determined agent in (the) World of Warcraft: text/playidentity - Tanya Krzywinska7. Female Quake players and the politics of identity - Helen W. Kennedy8. Of eye candy and id: the terrors and pleasures of Doom 3 - Bob Rehak9. Second Life: the game of virtual life - Alison McMahan10. Playing to solve Savoir-Faire - Nick Montfort11. Without a goal - on open and expressive games - Jesper Juul12. Pleasure, spectacle and reward in Capcom’s Street Fighter series - David Surman13. The trouble with Civilization - Diane Carr14. Killing time: time past, time present and time future in Prince of Persia: The Sands of Time - Barry Atkins -- .
Includes index