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Fencott, Clive

Game Invaders

The Theory and Understanding of Computer Games

€ 70.95

  • Introduces a practical critical method for analyzing existing games and designing future games.
  • Encourages a depth of thinking about games that can help a young designer stand out from the crowd.
  • Pays close attention to several games outside of the mainstream.
  • To be supported by educational website materials.


    Taal / Language : English

    Inhoudsopgave:

    Preface ix

    Abbreviations xi

    Part I Why Do People Play Games?

    1. You Are the One 3
    Tools to Think With 5
    Getting Started 8
    Summary 12

    2. Genre 13
    What Are Genres? 14
    What Are Genres For? 16
    Genre Maps 18
    Computer Game Genres 19
    A Theory of Computer Game Genres 21
    Summary 25
    Further Reading and Tasks 26

    3. Activity 29
    The Story of Activity Groups 29
    An Overview of Activity Profiles 33
    Three Driving Games 35
    Calculating Genres 38
    Summary 43
    Tasks 44

    4. Pleasure 45
    Aesthetics and Computer Games 47
    Spacewar 51
    Zork 52
    Pac-Man 56
    Comparative Aesthetics 57
    Summary 59
    Tasks 60

    5. Two Rail-Shooters 61
    Star Fox and Rez 61
    Activity Profiling and Genre Theory 63
    Applying Aesthetic Theory 65
    The Method of Game Analysis 67
    Tetsuya Mizuguchi, Rez, and Beyond 67
    Summary 69
    Further Reading and Tasks 70

    6. Why Don’t People Play Games 71
    What Do We Mean by Games? 72
    Resident Evil 73
    Why Not Ask the Players? 75
    Emotional Models of Play 76
    Player Types 79
    Demographic Research 81
    Why Don’t People Play Games? 82
    Conclusions 83

    Part II What Is a Game?

    7. Just an Ordinary Day 87
    The Glass Vial 89
    Unrealisms 90
    Perceptual Opportunities 91
    Sureties 92
    Surprises 93
    Attractors 93
    Connectors 95
    Rewards 97
    Getting It All Together in SinCity 99
    Perceptual Mapping in SinCity 100
    AS-OceanFloor 103
    Summary 108
    Further Reading and Tasks 109

    8. Big Bad Streets 111
    Driver School 111
    Sureties 113
    Surprises 114
    Driver and SinCity Comparisons 119
    Summary 122
    Further Reading and Tasks 123

    9. Time to Visit Yokosuka 125
    Shenmue 125
    Genre and Activity Profile 126
    Aesthetics 128
    Shenmue POs 129
    PSAS and Cut Scenes 131
    Interactive Storytelling? 133
    And On With General Aesthetics 134
    Summary 135
    Further Reading and Tasks 137

    10. Meaning What? 139
    Semiotics and Signs 140
    Pac-Man’s Signs 143
    Icons, Indexes, and Symbols 144
    Denotation, Connotation, and Myth 146
    Syntagms and Paradigms 148
    Codes 151
    Making Up Pac-Man 154
    Filling Gaps 155
    Summary 159
    Further Reading and Tasks 161

    11. All Work and Play 163
    The Work of Meaning 164
    Signs of Interaction 167
    The Mechanics of Interaction 170
    The Inside-Out Code 176
    Where Is the Player? 178
    Summary 180
    Further Reading and Tasks 181

    12. Big Game Hunting 183
    Semiosphere 183
    The Code of Interaction 185
    The Myth of Interaction 189
    What Is a Game? 191
    How Do You Get Out of Here? 192
    Big Game Hunting 194

    Glossary 197

    List of Games 203

    Bibliography 205

    Index 207

    Extra informatie: 
    Paperback / softback
    230 pagina's
    Januari 2012
    408 gram
    235 x 159 x 19 mm
    Wiley-Blackwell us
    Levertijd: 5 tot 11 werkdagen