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Titelaufnahme

Titel
Real games : what's legitimate and what's not in contemporary video games / Mia Consalvo and Christopher A. Paul
VerfasserConsalvo, Mia In Wikipedia suchen nach Mia Consalvo ; Paul, Christopher A. In der Gemeinsamen Normdatei der DNB nachschlagen In Wikipedia suchen nach Christopher A. Paul
ErschienenCambridge, MA : The MIT Press, 2019
Umfangxxxvii, 180 Seiten : Illustrationen
Anmerkung
Includes bibliographical references and index
SeriePlayful thinking
SchlagwörterVideo games / History In Wikipedia suchen nach Video games / History / Video games / Design In Wikipedia suchen nach Video games / Design / Video games / Social aspects In Wikipedia suchen nach Video games / Social aspects / Video games industry / History In Wikipedia suchen nach Video games industry / History
ISBN978-0-262-04260-4
Links
Download Real games [0,11 mb]
Nachweis
Verfügbarkeit In meiner Bibliothek
Archiv METS (OAI-PMH)
Zusammenfassung

Facebook games were evil -- Developer pedigree -- The game itself -- The rise of free-to-play games.

"Real Games is an exploration of how the discourses surrounding videogames shapes what games get made and played as well as who is invited to play them. By making appeals to 'real games,' players and developers center certain kinds of experiences and marginalize others. The authors argue that this process emerges dynamically out of discussions about videogames and has changed over time to center on a handful of key elements, namely a game's developer, it's payment model, and elements of the game itself including its length and perceived difficulty (among others). Dozens of games are referenced in this book, many of which are not widely studied. That gives the manuscript an ability to connect with more potential readers and the ability to speak more broadly about the state of videogames than efforts that are focused on an individual genre or game"--