In 1975, design engineer Dave Nutting completed work on a new arcade machine. A version of Taito's <i>Western Gun</i>, a recent Japanese arcade machine, Nutting's<i> Gun Fight</i> depicted a classic showdown between gunfighters. Rich in Western folklore, the game seemed perfect for the American mark
Video Gamers
β Scribed by Garry Crawford
- Publisher
- Routledge
- Year
- 2012
- Tongue
- English
- Leaves
- 201
- Category
- Library
No coin nor oath required. For personal study only.
β¦ Synopsis
Video gaming is economically, educationally, culturally, socially and theoretically important, and has, in a relatively short period of time, firmly cemented its place within contemporary life. It is fair to say, however, that most research to date has focused most specifically on either the video games themselves, or the direct engagement of gamers with a specific piece of game technology. In contrast, Video Gamers is the first book to explicitly and comprehensively address how digital games are experienced and engaged with in the everyday lives, social networks and consumer patterns of those who play them. In doing so, the book provides a key introduction to the study of video gamers and the games they play, whilst also reο¬ecting on the current debates and literatures surrounding the gaming practice. Video gaming is economically, educationally, culturally, socially and theoretically important, and has, in a relatively short period of time, firmly cemented its place
within contemporary life. It is fair to say, however, that most research to date has focused most specifically on either the video games themselves, or the direct engagement of gamers with a specific piece of game technology.
In contrast, Video Gamers is the first book to explicitly and comprehensively address how digital games are experienced and engaged with in the everyday lives, social networks and consumer patterns of those who play them. In doing so, the book provides a key introduction to the study of video gamers and the games they play, whilst also reο¬ecting on the current debates and literatures surrounding the gaming practice.
β¦ Table of Contents
Cover......Page 1
Video Gamers......Page 4
Copyright......Page 5
Contents......Page 8
Figures and table......Page 9
Preface and acknowledgements......Page 10
1 Studying video games......Page 12
2 Understanding video gameplay......Page 28
3 Video gamers as audience......Page 43
4 Who plays video games?......Page 58
5 Key aspects of video gameplay......Page 77
6 Conceptualizing video gamer culture......Page 108
7 Video gamer productivity......Page 131
8 Video gaming and everyday life......Page 154
Postscript......Page 172
References......Page 174
Index......Page 192
β¦ Subjects
Game, Gamers, Fandom, Game Theory
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