ABSTRACT

A definitive guide to contemporary video game studies, this second edition has been fully revised and updated to address the ongoing theoretical and methodological development of game studies.

Expertly compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, the Companion includes comprehensive and interdisciplinary models and approaches for analyzing video games, new perspectives on video games both as an art form and cultural phenomenon, explorations of the technical and creative dimensions of video games, and accounts of the political, social, and cultural dynamics of video games. Brand new to this second edition are chapters examining topics such as preservation; augmented, mixed, and virtual reality; eSports; disability; diversity; and identity, as well as a new section that specifically examines the industrial aspects of video games including digital distribution, game labor, triple-A games, indie games, and globalization. Each essay provides a lively and succinct summary of its target area, quickly bringing the reader up-to-date on the pertinent issues surrounding each aspect of the field, including references for further reading.

A comprehensive overview of the present state of video game studies that will undoubtedly prove invaluable to students, scholars, and game designers alike.

part I|61 pages

Technological Aspects

chapter 1|7 pages

Artifact

chapter 2|7 pages

Artificial Intelligence

chapter 3|8 pages

Controllers

chapter 4|7 pages

Emulation

chapter 5|9 pages

Interface

chapter 6|7 pages

Platforms

chapter 7|7 pages

Preservation

chapter 8|7 pages

Resolution

part II|57 pages

Industrial Aspects

chapter 9|6 pages

Digital Distribution

chapter 10|9 pages

Free-to-Play

chapter 11|8 pages

Economy

chapter 12|8 pages

Game Labor

chapter 13|8 pages

Globalization

chapter 14|8 pages

Indie Games

chapter 15|8 pages

Triple-A Games

part III|82 pages

Formal Aspects

chapter 16|8 pages

Art and Aesthetics

chapter 17|7 pages

Augmented, Mixed, and Virtual Reality

chapter 18|7 pages

Color

chapter 19|9 pages

Conventions

chapter 20|8 pages

Game Design

chapter 21|8 pages

Dimensionality

chapter 22|8 pages

Levels

chapter 23|10 pages

Perspective

chapter 24|8 pages

Sound

chapter 25|7 pages

Worlds

part IV|87 pages

Playfulness Aspects

chapter 26|8 pages

Casualness

chapter 27|9 pages

Challenge

chapter 28|6 pages

Cheating

chapter 29|8 pages

Competition and Cooperation

chapter 30|7 pages

Conflict

chapter 31|12 pages

Interactivity

chapter 32|5 pages

Ludology

chapter 33|8 pages

Objectives

chapter 34|7 pages

Players/Gamers

chapter 35|7 pages

Repetition

chapter 36|8 pages

Single-Player/Multiplayer

part V|68 pages

Generic Aspects

chapter 37|9 pages

Action

chapter 38|8 pages

Adventure

chapter 39|8 pages

Esports

chapter 40|11 pages

Role-Playing

chapter 41|8 pages

Shooting

chapter 42|8 pages

Simulation

chapter 43|7 pages

Sports

chapter 44|7 pages

Strategy

part VI|80 pages

Cultural Aspects

chapter 45|9 pages

Convergence

chapter 46|8 pages

Culture

chapter 47|8 pages

Cut-Scenes

chapter 48|7 pages

Death

chapter 49|8 pages

Education

chapter 50|7 pages

Media Ecology

chapter 51|10 pages

Player Practices

chapter 52|8 pages

Research

chapter 53|6 pages

Retrogaming

chapter 54|7 pages

Violence

part VII|90 pages

Sociological Aspects

chapter 55|9 pages

Characters

chapter 56|9 pages

Community

chapter 57|7 pages

Disability

chapter 58|10 pages

Diversity

chapter 59|8 pages

Identity

chapter 60|9 pages

Femininity

chapter 61|8 pages

Masculinity

chapter 62|8 pages

Performance

chapter 63|12 pages

Race

chapter 64|8 pages

Sociology

part VIII|87 pages

Philosophical Aspects

chapter 65|9 pages

Cognition

chapter 66|7 pages

Emergence

chapter 67|8 pages

Fiction

chapter 68|9 pages

Ideology

chapter 69|8 pages

Immersion

chapter 70|7 pages

Meaning

chapter 71|9 pages

Ethics

chapter 72|9 pages

Narratology

chapter 73|10 pages

Ontology

chapter 74|9 pages

Transcendence