Dungeons, Dragons, and Digital Denizens: The Digital Role-Playing Game: Approaches to Digital Game Studies
Editat de Gerald A. Voorhees, Joshua Call, Katie Whitlocken Limba Engleză Hardback – 19 apr 2012
Divided into three distinct sections, this premiere volume captures the distinctiveness of different game types, the forms of play they engender and their social and cultural implications. Contributors examine a range of games, from classics like Final Fantasy to blockbusters like World of Warcraft to obscure genre bending titles like Lux Pain. Working from a broad range of disciplines such as ecocritism, rhetoric, performance, gender, and communication, these essays yield insights that enrich the field of game studies and further illuminate the cultural, psychological and philosophical implications of a society that increasingly produces, plays and discourses about role playing games.
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Specificații
ISBN-13: 9781441191892
ISBN-10: 1441191895
Pagini: 392
Dimensiuni: 138 x 216 x 28 mm
Greutate: 0.66 kg
Ediția:New.
Editura: Bloomsbury Publishing
Colecția Continuum
Seria Approaches to Digital Game Studies
Locul publicării:New York, United States
ISBN-10: 1441191895
Pagini: 392
Dimensiuni: 138 x 216 x 28 mm
Greutate: 0.66 kg
Ediția:New.
Editura: Bloomsbury Publishing
Colecția Continuum
Seria Approaches to Digital Game Studies
Locul publicării:New York, United States
Cuprins
Acknowledgements
Series Introduction - Genre and Disciplinarity in the Study of Games
Gerald Voorhees, Josh Call and Katie Whitlock
Introduction - From Dungeons to Digital Denizens
Josh Call, Katie Whitlock and Gerald Voorhees
Section One - Game Master
Eco-Performance in the Digital RPG Gamescape
Adele H. Bealer
The Pathways of Time: Temporality and Procedures in MMORPGs
Joshua Abboud
Game and Narrative in Dragon Age: Origins: Playing the Archive in Digital RPGs
Alice Henton
When Language Goes Bad: The Localization's Effect on the Gameplay of Japanese RPGs
Douglas Schules
The Lord of the Rings Online: Issues in the Adaptation of MMORPGs
Neil Randall and Kathleen Murphy
Section Two - In-Character
Traumatic Origins: Memory, Crisis and Identity in Digital RPGs
Katie Whitlock
Risky Business: Neoliberal Rationality and the Computer RPG
Andrew Baerg
Postcards from the Other Side: Interactive Revelation in Post-Apocalyptic RPGs
Zachary McDowell
Constructing a Powerful Identity in World of Warcraft: A Sociolinguistic Approach to MMORPGs
Benjamin E. Friedline and Lauren B. Collister
In the Blood of Dragon Age: Origins: Metaphor and Identity in Digital RPGs
Karen Zook
Epic Style: Re-compositional Performance in the Bioware Digital RPG
Roger Travis
Section Three - Out-of-Character
Neoliberal Multiculturalism in Mass Effect: The Government of Difference in Digital RPGs
Gerald Voorhees
'Simply Fighting to Preserve Their Way of Life': Multiculturalism in World of Warcraft
Christopher Douglas
From Meaning to Experience: Teaching Fiction Writing with Digital RPGs
Trent Hergenrader
Gaming the Meta: Metagame Culture and Player Motivation in RPGs
Josh Call
The Generalization of Configurable Being: From RPGs to Facebook
Chuk Moran
About the Contributors
Series Introduction - Genre and Disciplinarity in the Study of Games
Gerald Voorhees, Josh Call and Katie Whitlock
Introduction - From Dungeons to Digital Denizens
Josh Call, Katie Whitlock and Gerald Voorhees
Section One - Game Master
Eco-Performance in the Digital RPG Gamescape
Adele H. Bealer
The Pathways of Time: Temporality and Procedures in MMORPGs
Joshua Abboud
Game and Narrative in Dragon Age: Origins: Playing the Archive in Digital RPGs
Alice Henton
When Language Goes Bad: The Localization's Effect on the Gameplay of Japanese RPGs
Douglas Schules
The Lord of the Rings Online: Issues in the Adaptation of MMORPGs
Neil Randall and Kathleen Murphy
Section Two - In-Character
Traumatic Origins: Memory, Crisis and Identity in Digital RPGs
Katie Whitlock
Risky Business: Neoliberal Rationality and the Computer RPG
Andrew Baerg
Postcards from the Other Side: Interactive Revelation in Post-Apocalyptic RPGs
Zachary McDowell
Constructing a Powerful Identity in World of Warcraft: A Sociolinguistic Approach to MMORPGs
Benjamin E. Friedline and Lauren B. Collister
In the Blood of Dragon Age: Origins: Metaphor and Identity in Digital RPGs
Karen Zook
Epic Style: Re-compositional Performance in the Bioware Digital RPG
Roger Travis
Section Three - Out-of-Character
Neoliberal Multiculturalism in Mass Effect: The Government of Difference in Digital RPGs
Gerald Voorhees
'Simply Fighting to Preserve Their Way of Life': Multiculturalism in World of Warcraft
Christopher Douglas
From Meaning to Experience: Teaching Fiction Writing with Digital RPGs
Trent Hergenrader
Gaming the Meta: Metagame Culture and Player Motivation in RPGs
Josh Call
The Generalization of Configurable Being: From RPGs to Facebook
Chuk Moran
About the Contributors
Recenzii
Dungeons, Dragons and Digital Denizens is as captivating as it sounds, a state of the art collection with provocative essays interrogating video games through close readings of game narrative, landscape, and digital structure. Space, time power, knowledge, language, and identity furnish rich interpretive accounts of an especially interesting array of games.
The digital role-playing game is a strange hybrid: the conventions of pen and paper games translated to the computer; stories and games mixed in new ways. This anthology is an excellent guide, presenting a range of inspiring new approaches for anyone interested in role-playing games.
Dungeons, Dragons, and Digital Denizens is an exceptionally coherent and well-integrated collection. This collection is theoretically rich and engaging while remaining focused on the nuance and detail of a wide variety of games. The volume is essential reading for advanced scholars and students in game studies seeking to develop literary and cultural theoretical models of digital gaming as a mode of authorship, expression and critique. The papers in this collection push the envelope on the analysis of digital role playing games and provide fertile ground for further debate and new case studies as the landscape of digital gaming continues to change. This is a volume of papers by serious game scholars who can both attend to the detail and nuances of specific games as well as offer theoretical engaged and suggestive analysis.
The digital role-playing game is a strange hybrid: the conventions of pen and paper games translated to the computer; stories and games mixed in new ways. This anthology is an excellent guide, presenting a range of inspiring new approaches for anyone interested in role-playing games.
Dungeons, Dragons, and Digital Denizens is an exceptionally coherent and well-integrated collection. This collection is theoretically rich and engaging while remaining focused on the nuance and detail of a wide variety of games. The volume is essential reading for advanced scholars and students in game studies seeking to develop literary and cultural theoretical models of digital gaming as a mode of authorship, expression and critique. The papers in this collection push the envelope on the analysis of digital role playing games and provide fertile ground for further debate and new case studies as the landscape of digital gaming continues to change. This is a volume of papers by serious game scholars who can both attend to the detail and nuances of specific games as well as offer theoretical engaged and suggestive analysis.