000 02274cam a2200385 a 4500
001 17345988
003 SISC
005 20170424165634.0
008 120614s2013 enk b 001 0 eng
010 _a 2012019167
020 _a9780415669153 (hardback)
020 _a9780415669160 (paperback)
020 _a9780203143421 (ebook)
040 _aDLC
_cDLC
_dDLC
042 _apcc
050 0 0 _aGV 1469.3
_b.N48 2013
082 0 0 _a794.8
084 _aGAM013000
_aSOC052000
_aTEC052000
_2bisacsh
100 1 _aNewman, James
_q(James A.)
245 1 0 _aVideogames /
_cJames Newman.
250 _a2nd edition.
260 _aLondon ;
_aNew York :
_bRoutledge,
_c2013.
300 _ax, 182 pages ;
_c25 cm.
500 _aOriginally published 2004.
500 _aIncludes bibliographical references and index.
520 _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"--
650 0 _aVideo games.
650 0 _aVideo games
_xSocial aspects.
650 7 _aGAMES / Video & Electronic.
_2bisacsh
650 7 _aSOCIAL SCIENCE / Media Studies.
_2bisacsh
650 7 _aTECHNOLOGY & ENGINEERING / Social Aspects.
_2bisacsh
906 _a7
_bcbc
_corignew
_d1
_eecip
_f20
_gy-gencatlg
942 _2lcc
_cBK
999 _c329565
_d329565