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video games statistics studies
By admin | September 10, 2006
video games statistics studies
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The Meaning of Video Games $36.95 The Meaning of Video Games takes a textual studies approach to an increasingly important form of expression in today’s culture. It begins by assuming that video games are meaningful–not just as sociological or economic or cultural evidence, but in their own right, as cultural expressions worthy of scholarly attention. In this way, this book makes a contribution to the study of video games, but it also aims to enrich textual studies. Early video game studies scholars were quick to point out that a game should never be reduced to merely its "story" or narrative content and they rightly insist on the importance of studying games as games. But here Steven E. Jones demonstrates that textual studies–which grows historically out of ancient questions of textual recension, multiple versions, production, reproduction, and reception–can fruitfully be applied to the study of video games. Citing specific examples such as Myst and Lost , Katamari Damacy , Halo , Façade , Nintendo’s Wii , and Will Wright’s Spore , the book explores the ways in which textual studies concepts–authorial intention, textual variability and performance, the paratext, publishing history and the social text–can shed light on video games as more than formal systems. It treats video games as cultural forms of expression that are received as they are played, out in the world, where their meanings get made. |
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Understanding Video Games $44.95 From Pong to PlayStation 3 and beyond, Understanding Video Games is the first general introduction to the exciting new field of video game studies. This textbook traces the history of video games, introduces the major theories used to analyze games such as ludology and narratology, reviews the economics of the game industry, examines the aesthetics of game design, surveys the broad range of game genres, explores player culture, and addresses the major debates surrounding the medium, from educational benefits to the effects of violence. |
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Understanding Video Games: The Essential Introduction $12.99 From Pong to PlayStation 3 and beyond, Understanding Video Games is the first general introduction to the exciting new field of video game studies. This textbook traces the history of video games, introduces the major theories used to analyze games such as ludology and narratology, reviews the economics of the game industry, examines the aesthetics of game design, surveys the broad range of game genres, explores player culture, and addresses the major debates surrounding the medium, from educational benefits to the effects of violence. |
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Interactive Storytelling for Video Games $39.95 What really makes a video game story interactive? What's the best way to create an interactive story? How much control should players be given? Do they really want that control in the first place? Do they even know what they want-or are their stated desires at odds with the unconscious preferences? All of these questions and more are examined in this definitive book on interactive storytelling for video games. You'll get detailed descriptions of all major types of interactive stories, case studies of popular games (including Bioshock, Fallout 3, Final Fantasy XIII, Heavy Rain, and Metal Gear Solid), and how players interact with them, and an in-depth analysis of the results of a national survey on player storytelling preferences in games. You'll get the expert advice you need to generate compelling and original game concepts and narratives.With Interactive Storytelling for Video Games, you'll: * Explore popular styles and genres of games (RPGs, Online Games, First Person Shooters, and more) * Learn to create effective, original concepts and story lines with key components in mind: structure, process, characters, player desire, and outcome * Learn about what players want, what they expect, and how to create truly compelling player-driven experiences * Get access to an associated website with additional data on storytelling preferences in games, valuable PowerPoint lectures for professors for each chapter of the book, and links to movies, websites, game writer discussion boards, and more |
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Chess Studies And End-games $23.43 Chess Studies And End-games |
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Chess Studies And End-games... $23.43 Chess Studies And End-games... |
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Are Video Games Harmful? by Marcovitz, Hal Edition , 0 $21.99 Studies indicate that some 74 percent of teens and half of all adults play video games at least once a week. Through objective discussion, numerous direct quotes, and full-color illustrations this title examines What Are the Origins of Today's Video Game Controversies? Do Violent Video Games Promote Real-Life Violence? Do Video Games Lead to Addiction and Social Isolation? Do Young Gamers Risk Their Health and Well-Being? Should Video Games Be Regulated? |
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The Players' Realm: Studies on the Culture of Video Games and Gaming $34.13 No Synopsis Available |
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Statistics In Language Studies $52.95 This book demonstrates the contribution that statistics can and should make to linguistic studies... |
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Statistics for Sport and Exercise Studies $58.5 Statistics for Sport and Exercise Studies is a complete, user-friendly and easy-to-read introduction to the use of statistical tests, techniques and procedures in sport, exercise and related ... |
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The Meaning of Video Games by Jones, Steven E. Edition ILL, 1 $12.47 The Meaning of Video Games takes a textual studies approach to an increasingly important form of expression in today?s culture. It begins by assuming that video games are meaningful?not just as sociological or economic or cultural evidence, but in their own right, as cultural expressions worthy of scholarly attention. In this way, this book makes a contribution to the study of video games, but it also aims to enrich textual studies.Early video game studies scholars were quick to point out that a game should never be reduced to merely its story or narrative content and they rightly insist on the importance of studying games as games. But here Steven E. Jones demonstrates that textual studies?which grows historically out of ancient questions of textual recension, multiple versions, production, reproduction, and reception?can fruitfully be applied to the study of video games. Citing specific examples such as Myst and Lost, Katamari Damacy, Halo, Fa?ade, Nintendo?s Wii, and Will Wright?s Spore, the book explores the ways in which textual studies concepts?authorial intention, textual variability and performance, the paratext, publishing history and the social text?can shed light on video games as more than formal systems. It treats video games as cultural forms of expression that are received as they are played, out in the world, where their meanings get made. |
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Games $26.99 Games Magazine celebrates the world of games, puzzles, and human ingenuity. Each issue includes dozens of crosswords and other challenging, innovative word and logic puzzles, plus reviews of new board games, card games, and video and computer games. |
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Playing Video Games by Vorderer, Peter; Bryant, Jennings Edition ILL, 0 $46.49 From security training simulations to war games to role-playing games, to sports games to gambling, playing video games has become a social phenomena, and the increasing number of players that cross gender, culture, and age is on a dramatic upward trajectory. Playing Video Games: Motives, Responses, and Consequences integrates communication, psychology, and technology to examine the psychological and mediated aspects of playing video games. It is the first volume to delve deeply into these aspects of computer game play. It fits squarely into the media psychology arm of entertainment studies, the next big wave in media studies. The book targets one of the most popular and pervasive media in modern times, and it will serve to define the area of study and provide a theoretical spine for future research.This unique and timely volume will appeal to scholars, researchers, and graduate students in media studies and mass communication, psychology, and marketing. |
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Video Games Live - Volume One $9.49 Video Games Live - Volume One |
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Comparing..:From Marbles to Video Games $19.76 Comparing..:From Marbles to Video Games |
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Video Games Live: Level 2 $25.59 Video Games Live: Level 2 |

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