<?xml version="1.0" encoding="UTF-8"?>
<mods xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns="http://www.loc.gov/mods/v3" version="3.1" xsi:schemaLocation="http://www.loc.gov/mods/v3 http://www.loc.gov/standards/mods/v3/mods-3-1.xsd">
  <titleInfo>
    <title>Videogames</title>
  </titleInfo>
  <name type="personal">
    <namePart>Newman, James (James A.)</namePart>
    <role>
      <roleTerm authority="marcrelator" type="text">creator</roleTerm>
    </role>
  </name>
  <typeOfResource>text</typeOfResource>
  <genre authority="marc">bibliography</genre>
  <originInfo>
    <place>
      <placeTerm type="code" authority="marccountry">enk</placeTerm>
    </place>
    <place>
      <placeTerm type="text">London</placeTerm>
    </place>
    <place>
      <placeTerm type="text">New York</placeTerm>
    </place>
    <publisher>Routledge</publisher>
    <dateIssued>2013</dateIssued>
    <edition>2nd edition.</edition>
    <issuance>monographic</issuance>
  </originInfo>
  <language>
    <languageTerm authority="iso639-2b" type="code">eng</languageTerm>
  </language>
  <physicalDescription>
    <form authority="marcform">print</form>
    <extent>x, 182 pages ; 25 cm.</extent>
  </physicalDescription>
  <abstract>"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"--</abstract>
  <note type="statement of responsibility">James Newman.</note>
  <note>Originally published 2004.</note>
  <note>Includes bibliographical references and index.</note>
  <subject authority="lcsh">
    <topic>Video games</topic>
  </subject>
  <subject authority="lcsh">
    <topic>Video games</topic>
    <topic>Social aspects</topic>
  </subject>
  <subject authority="bisacsh">
    <topic>GAMES / Video &amp; Electronic</topic>
  </subject>
  <subject authority="bisacsh">
    <topic>SOCIAL SCIENCE / Media Studies</topic>
  </subject>
  <subject authority="bisacsh">
    <topic>TECHNOLOGY &amp; ENGINEERING / Social Aspects</topic>
  </subject>
  <classification authority="lcc">GV 1469.3 .N48 2013</classification>
  <classification authority="ddc">794.8</classification>
  <classification authority="bisacsh">GAM013000 SOC052000 TEC052000</classification>
  <identifier type="isbn">9780415669153 (hardback)</identifier>
  <identifier type="isbn">9780415669160 (paperback)</identifier>
  <identifier type="isbn">9780203143421 (ebook)</identifier>
  <identifier type="lccn">2012019167</identifier>
  <recordInfo>
    <recordContentSource authority="marcorg">DLC</recordContentSource>
    <recordCreationDate encoding="marc">120614</recordCreationDate>
    <recordChangeDate encoding="iso8601">20170424165634.0</recordChangeDate>
    <recordIdentifier source="SISC">17345988</recordIdentifier>
  </recordInfo>
</mods>
