Computer games are one of the most exciting and rapidly evolvingmedia of our time. Revenues from console and computer games havenow overtaken those from Hollywood movies; and online gaming is oneof the fastest-growing areas of the internet. Games are no longerjust kids' stuff: the majority of players are now adults, and themarket is constantly broadening. The visual style of games hasbecome increasingly sophisticated, and the complexities ofgame-play are ever more challenging. Meanwhile, the iconography andgeneric forms of games are increasingly influencing a whole rangeof other media, from films and television to books and toys.
This book provides a systematic, comprehensive introduction tothe analysis of computer and video games. It introduces keyconcepts and approaches drawn from literary, film and media theoryin an accessible and concrete manner; and it tests their use andrelevance by applying them to a small but representative selectionof role-playing and action-adventure games. It combines methods oftextual analysis and audience research, showing how the combinationof such methods can give a more complete picture of these playabletexts and the fan cultures they generate. Clearly written andengaging, it will be a key text for students in the field and forall those with an interest in taking games seriously.
Diane Carr
Communication & Media Studies Kommunikation u. Medienforschung Kultursoziologie Media Studies Medienforschung Sociology Sociology of Culture Soziologie
"This valuable text is always informed by serious research,analysis and careful thought."
-- Julian McDougall, Media Education AssocationNewsletter
'Computer Games: Text, Narrative and Play will bevaluable for teachers and students who want to familiaizethemselves with the core concepts and important debates within themerging field of games studies. But it does more than that -couping format analysis of games with an ethnographic perspectiveon games-playing showing how the same games studies can be readthrough multiple conceptual frameworks. If recent writing in gamesstudies has seemed polarized, this book maps the middle groundbetween the warring positions.'
-- Henry Jenkins, Massachusetts Institute ofTechnology
'Computer Games challenges the notion that games are"just for fun" by introducing a readable tome for observers andplayers of Pong to Perfect Dark. A comprehensive and usefulbreakdown of what students of games studies should focus on and howthey should go about doing it.'
-- Aleks Krotoski, Technology Journalist andResearcher
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