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Book

Understanding Video Games

Book

Understanding Video Games

DOI link for Understanding Video Games

Understanding Video Games book

The Essential Introduction

Understanding Video Games

DOI link for Understanding Video Games

Understanding Video Games book

The Essential Introduction
BySimon Egenfeldt-Nielsen, Jonas Heide Smith, Susana Pajares Tosca
Edition 4th Edition
First Published 2019
eBook Published 1 October 2019
Pub. Location New York
Imprint Routledge
DOI https://doi.org/10.4324/9780429431791
Pages 414
eBook ISBN 9780429431791
Subjects Arts, Humanities
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Egenfeldt-Nielsen, S., Smith, J.H., & Tosca, S.P. (2019). Understanding Video Games: The Essential Introduction (4th ed.). Routledge. https://doi.org/10.4324/9780429431791

ABSTRACT

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.

In this new edition of the pioneering text, students learn to assess the major theories used to analyze games, such as ludology and narratology, and gain familiarity with the commercial and organizational aspects of the game industry. Drawing from historical and contemporary examples, the student-friendly text also explores the aesthetics of games, evaluates the cultural position of video games, and considers the potential effects of both violent and "serious" games.

Extensively illustrated and featuring discussion questions, a glossary of key terms, and a detailed video game history timeline, this new edition is an indispensable resource for students, scholars, and teachers interested in examining the ways video games continue to reshape entertainment and society.

TABLE OF CONTENTS

chapter |6 pages

Introduction

chapter 1|8 pages

Studying Video Games

chapter 2|16 pages

The Game Industry

chapter 3|30 pages

What Is a Game?

chapter 4|60 pages

History

chapter 5|36 pages

Video Game Aesthetics

chapter 6|44 pages

Video Games in Culture

chapter 7|40 pages

Narrative

chapter 8|42 pages

Serious Games and Gamification—When Entertainment Is Not Enough

chapter 9|34 pages

Video Games and Risks

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