New Book: Understanding Digital Games
Now part of The
Spring Sale with its publisher, Sage. The paperback is now half
price and the hardback version is an astonishing 75%
off!
A collection of essays from the Digiplay team aimed at digital games researchers and teachers is now available. Covering the study of digital games from business and design to culture and education the book provides and excellent source of current thinking in the field. The introduction to the book is by Jo Bryce and Jason Rutter is available online and Amazon offer a 'Search Inside' feature.
Understanding Digital Games
Jason Rutter & Jo Bryce (eds)
Sage
ISBN: 1-4129-0034-4 (Paperback) £17.75 (RRP £22.99)
ISBN: 1-4129-0033-6
272 pages
April 2006
The study of Digital Games is a lively area of research and theorising which draws upon perspectives from a range of disciplines including sociology, psychology, media and film studies, economics and business, gender studies and computer science. “Understanding Digital Games” brings them all together to offer a unique survey in this emerging field.
Detailing both theoretical and empirical approaches the book is divided into three parts, looking in turn at: History and Production, Theories and Approach and Key Debates. Each chapter looks at the key scholars, analytical tools and themes and reviews a broad range of literature in order to demonstrate their relevance to the study of digital games.
Illustrated with many examples all chapters include:
- Breakout boxes defining key terms
- A chapter- specific bibliography
- A list of useful web sites
Potential limitations and problems associated with particular theoretical or methodological approaches are considered.
The collection’s emphasis is on providing a single comprehensive text for students and other readers new to the study of digital games. The text is organised so the each chapter can be read individually or sequentially on order to build a complete overview of the filed.
This book will be essential reading for all students of digital media.
CONTENTS
- An Introduction to Understanding Digital Games
Jo Bryce and Jason Rutter
(This sample chapter is available free online)
PART ONE: HISTORY AND PRODUCTION
- A History of Digital Games
John Kirriemuir - The Business of Making Digital Games
Aphra Kerr - Economics of Digital Games
Alberto Alvisi - A Player-centred Approach to Digital Game Design
Jonathan Sykes
PART TWO: THEORIES AND APPROACHES
- Literary Theory and Digital Games
Julian Kücklich - Cultural Studies and Digital Games
Garry Crawford and Jason Rutter - Film Studies and Digital Games
Geoff King and Tanya Krzywinska - Digital Games as New Media
Seth Giddings and Helen Kennedy - Community, Identity and Digital Games
Martin Hand and Karenza Moore
PART THREE: KEY DEBATES
- Digital Games and Gender
Jo Bryce and Jason Rutter - Digital Games and the Violence Debate
Jo Bryce and Jason Rutter - Digital Games in Education
Timothy Dumbleton and John Kirriemuir
Digiplay Bibliography Updates
- 'It's in the Game' and Above the Game: An Analysis of the Users of Sports Videogames
- Theoretical Consoles: Concepts for Gadget Analysis
- Avatar motion control by natural body movement via camera
- Adoption of Mobile Games as Entertainment Technology : A Test of Extended Technology Acceptance Model
- Serious Video Games for Health: How Behavioral Science Guided the Development of a Serious Video Game


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