The Video Game Theory Reader brings together exciting new work on video games as a unique medium and nascent field of study - one that is rapidly developing new modes of understanding and analysis, like film studies in the 1960s and television studies in the 1980s. This pioneering collection addresses the many ways video games are reshaping the ...
Over a mere three decades, the video game has become the entertainment medium of choice for millions of people, who now spend more time in the interactive virtual world of games than they do in watching movies or even television. The release of new games or game-playing equipment, such as the PlayStation 2, generates great excitement and even ...
Once dismissed as a fleeting fad of the young and frivolous, video games have become a booming industry that promises to drive the future of new media and emerging technologies. Today, video games have become a limitless and multifaceted medium through which major corporations and Hollywood visionaries alike are reaching broader global audiences ...
Contents: Mark J. P. Wolf: Introduction - Gordon Hull: Digital Media and the Scope of « Computer Ethics - Emma Rooksby: Empathy in Computer-Mediated Communication - Mark J. P. Wolf: From Simulation to Emulation: Ethics, Worldviews, and Video Games - Paul J. Ford: Virtually Impacted: Designers, Spheres of Meaning, and Virtual Communities - ...
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