Digital Gameplay: Essays on the Nexus of Game and Gamer

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Author: Nate Garrelts

ISBN-10: 0786422920

ISBN-13: 9780786422920

Category: Computer Games & Entertainment - General & Miscellaneous

In recent years, computer technology has permeated all aspects of life-not just work and education, but also leisure time. Increasingly, digital games are the way we play. \ This volume addresses the world of digital games, with special emphasis on the role and input of the gamer. In fifteen essays, the contributors discuss the various ways the game player interacts with the game. The first half of the book considers the physical and mental aspects of digital game play. The second section...

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Not all of the half of Americans age six and older who play video/ computer games are adolescent males. In addition to gamers demographics, Garrelts (English, Saginaw Valley State U., Michigan) traces the games' evolution. In 15 essays, North American and UK scholars—some avid gamers—analyze the complex relationship between player and game from cybernetic, social, psychological, and "modding" (user modification) perspectives. Contributors address the debate over the impact of such violent games as Grand Theft Auto: Vice City. Annotation ©2005 Book News, Inc., Portland, OR

Introduction : negotiating the digital game/gamer intersection11Corporealis ergo sum : affective response in digital games212A "majestic"reflexivity : machine-gods and the creation of the playing subject in Deus ex and Deus ex : invisible war363Virtual bodies, or cyborgs are people too524Playing with ourselves : a psychoanalytic investigation of Resident evil and Silent hill695Playing the bad guy : grand theft auto in the panopticon806Signs, symbols, and perceptions in Grand theft auto : vice city917To the white extreme : conquering athletic space, white manhood, and racing virtual reality1108Pimps, players and foes : playing Diablo II "outside the box"1309Living art : commercial modding and code-illiterate gamers14610The embodied adventurer : women as player-characters, gamers, and module-builders in BioWare s Neverwinter nights16011Socializing, subversion, and the self : why women flock to massively multiplayer online games17412Beyond linear narrative : Augusto Boal enters Norrath18913Theatres of interactivity : video games in the drama studio20814Call and response : storytelling in the Neverwinter vault22115From interactivity to playability : why digital games are not interactive232