Please use this identifier to cite or link to this item: http://localhost:8080/xmlui/handle/123456789/130901
Full metadata record
DC FieldValueLanguage
dc.contributor.authorAtkins ,Barry
dc.date.accessioned2017-04-30T13:31:27Z-
dc.date.available2017-04-30T13:31:27Z-
dc.date.issued2003
dc.identifier.isbn9780719063640
dc.identifier.urihttp://hdl.handle.net/123456789/130901-
dc.description.abstractWhether you love them or loathe them, look back with wistful nostalgia to the days of Pong and Space Invaders, or regard the whole phenomenon with blank incomprehension, there is no doubt that computer and video games now occupy a significant place in contemporary popular culture. The economics alone are staggering, with unit sales counted in the millions. The frequency of assertions in the popular press about the dangerous influence of their violent subject matter and 'immersive' potential imply a startling level of influence. To disregard the computer game is to refuse to engage fully with contemporary popular culture. This is the first academic work dedicated to the study of computer games in terms of the stories they tell and the manner of their telling. Taking its cue from practices of reading texts in literary and cultural studies, it considers the computer game as a new and emerging mode of contemporary storytelling in a fashion that is accessible and readable, recognising the excitement and pleasure that has made the computer game such a massive global phenomenon. In a carefully organised study Barry Atkins discusses in detail questions of narrative and realism in four of the most significant games of the last decade: Tomb Raider, Half-Life, Close Combat and SimCity. This is a work for both the student of contemporary culture and those game-players who are interested in how computer games tell their stories.
dc.language.isoeng
dc.publisherManchester University Press
dc.relation.urihttp://www.oapen.org/record/341358
dc.rights.uriCC BY-NC-ND (姓名標示-非商業性-禁止改作)
dc.sourceOAPEN
dc.subject.classificationComputing and information technology
dc.subject.otherarcade
dc.subject.otherpong
dc.subject.othervideo
dc.subject.othergame
dc.subject.othergaming
dc.subject.othercomputer
dc.titleMore than a game: The computer game as fictional form
dc.type電子教課書
dc.classification自然科學類
Theme:教科書-自然科學類

Files in This Item:
There are no files associated with this item.


Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.