02064cam a2200337 a 450000100090000000300050000900500170001400800410003101000170007202000290008902000300011802000260014804000180017404200080019205000250020008200100022508400450023510000300028024500320031025000170034226000440035930000270040350000310043050000510046152010220051265000170153465000330155165000410158465000450162565000560167017345988SISC20170424165634.0120614s2013 enk b 001 0 eng  a 2012019167 a9780415669153 (hardback) a9780415669160 (paperback) a9780203143421 (ebook) aDLCcDLCdDLC apcc00aGV 1469.3b.N48 201300a794.8 aGAM013000aSOC052000aTEC0520002bisacsh1 aNewman, Jamesq(James A.)10aVideogames /cJames Newman. a2nd edition. aLondon ;aNew York :bRoutledge,c2013. ax, 182 pages ;c25 cm. aOriginally published 2004. aIncludes bibliographical references and index. a"James Newman's lucid and engaging introduction guides the reader through the world of videogaming, providing a history of the videogame from its origins in the computer lab to its contemporary status as a global entertainment industry, with characters such as Lara Croft and Sonic the Hedgehog familiar even to those who've never been near a games console. Topics covered include: classifications, game theory and interactivity - what is a videogame? the videogame audience the videogame industry videogame structure narratives and play- approaches to the study of videogames videogames, avatars and virtual worlds social gaming and the culture of videogames This second edition updates the book to include recent developments such as: the popularity of the wii and the increase in non-traditional gamers and more physical gaming the development of MMOGs (massively multiplayer online games) such as World of Warcraft games being downloaded as apps or accessed via mobile phones, iPods and social networking sites"-- 0aVideo games. 0aVideo gamesxSocial aspects. 7aGAMES / Video & Electronic.2bisacsh 7aSOCIAL SCIENCE / Media Studies.2bisacsh 7aTECHNOLOGY & ENGINEERING / Social Aspects.2bisacsh