Game invaders :
Game invaders : the theory and understanding of computer games /
Clive Fencott [and others].
- Hoboken, New Jersey : Wiley, IEEE Press ; 2012.
- 1 online resource.
- IEEE Computer Society Publications .
Includes bibliographical references and index.
Why Do People Play Games? -- You Are the One -- Tools to Think With -- Getting Started -- Genre -- What Are Genres? -- What Are Genres For? -- Genre Maps -- Computer Game Genres -- A Theory of Computer Game Genres -- Activity -- The Story of Activity Groups -- An Overview of Activity Profiles -- Three Driving Games -- Calculating Genres -- Tasks -- Pleasure -- Aesthetics and Computer Games -- Spacewar -- Zork -- Pac-Man -- Comparative Aesthetics -- Tasks -- Two Rail-Shooters -- Star Fox and Rez -- Activity Profiling and Genre Theory -- Applying Aesthetic Theory -- The Method of Game Analysis -- Tetsuya Mizuguchi, Rez, and Beyond -- Why Don't People Play Games -- What Do We Mean by Games? -- Resident Evil -- Why Not Ask the Players? -- Emotional Models of Play -- Player Types -- Demographic Research -- Why Don't People Play Games? -- Conclusions -- What Is a Game? -- Just an Ordinary Day -- The Glass Vial -- Unrealisms -- Perceptual Opportunities -- Sureties -- Surprises -- Attractors -- Connectors -- Rewards -- Getting It All Together in SinCity -- Perceptual Mapping in SinCity -- AS-OceanFloor -- Big Bad Streets -- Driver School -- Sureties -- Surprises -- Driver and SinCity Comparisons -- Time to Visit Yokosuka -- Shenmue -- Genre and Activity Profile -- Aesthetics -- Shenmue POs -- PSAS and Cut Scenes -- Interactive Storytelling? -- And On With General Aesthetics -- Meaning What? -- Semiotics and Signs -- Pac-Man's Signs -- Icons, Indexes, and Symbols -- Denotation, Connotation, and Myth -- Syntagms and Paradigms -- Codes -- Making Up Pac-Man -- Filling Gaps -- All Work and Play -- The Work of Meaning -- Signs of Interaction -- The Mechanics of Interaction -- The Inside-Out Code -- Where Is the Player? -- Big Game Hunting -- Semiosphere -- The Code of Interaction -- The Myth of Interaction -- What Is a Game? -- How Do You Get Out of Here? -- Big Game Hunting -- Glossary -- List of Games -- Bibliography -- Index. Part I. 1. 2. 3. 4. 5. 6. Part II. 7. 8. 9. 10. 11. 12.
"Introduces a practical critical method for analyzing existing games and designing future games"--
9781118347577 1118347579 9781118347553 1118347552 9781118347560 1118347560 9781118347584 1118347587
9786613655981 9781118347584
10.1002/9781118347584 Wiley InterScience http://www3.interscience.wiley.com 16F04518-2A60-48E2-A886-B3831F7FDC6A OverDrive, Inc. http://www.overdrive.com
2012007308
Computer games.
Computer games--Design.
Video games.
Video games--Design.
COMPUTERS--Programming--Games.
Computer games.
Computer games--Design.
Video games.
Video games--Design.
COMPUTERS--Programming--Games.
Electronic books.
Electronic books.
GV1469.3
794.8
Includes bibliographical references and index.
Why Do People Play Games? -- You Are the One -- Tools to Think With -- Getting Started -- Genre -- What Are Genres? -- What Are Genres For? -- Genre Maps -- Computer Game Genres -- A Theory of Computer Game Genres -- Activity -- The Story of Activity Groups -- An Overview of Activity Profiles -- Three Driving Games -- Calculating Genres -- Tasks -- Pleasure -- Aesthetics and Computer Games -- Spacewar -- Zork -- Pac-Man -- Comparative Aesthetics -- Tasks -- Two Rail-Shooters -- Star Fox and Rez -- Activity Profiling and Genre Theory -- Applying Aesthetic Theory -- The Method of Game Analysis -- Tetsuya Mizuguchi, Rez, and Beyond -- Why Don't People Play Games -- What Do We Mean by Games? -- Resident Evil -- Why Not Ask the Players? -- Emotional Models of Play -- Player Types -- Demographic Research -- Why Don't People Play Games? -- Conclusions -- What Is a Game? -- Just an Ordinary Day -- The Glass Vial -- Unrealisms -- Perceptual Opportunities -- Sureties -- Surprises -- Attractors -- Connectors -- Rewards -- Getting It All Together in SinCity -- Perceptual Mapping in SinCity -- AS-OceanFloor -- Big Bad Streets -- Driver School -- Sureties -- Surprises -- Driver and SinCity Comparisons -- Time to Visit Yokosuka -- Shenmue -- Genre and Activity Profile -- Aesthetics -- Shenmue POs -- PSAS and Cut Scenes -- Interactive Storytelling? -- And On With General Aesthetics -- Meaning What? -- Semiotics and Signs -- Pac-Man's Signs -- Icons, Indexes, and Symbols -- Denotation, Connotation, and Myth -- Syntagms and Paradigms -- Codes -- Making Up Pac-Man -- Filling Gaps -- All Work and Play -- The Work of Meaning -- Signs of Interaction -- The Mechanics of Interaction -- The Inside-Out Code -- Where Is the Player? -- Big Game Hunting -- Semiosphere -- The Code of Interaction -- The Myth of Interaction -- What Is a Game? -- How Do You Get Out of Here? -- Big Game Hunting -- Glossary -- List of Games -- Bibliography -- Index. Part I. 1. 2. 3. 4. 5. 6. Part II. 7. 8. 9. 10. 11. 12.
"Introduces a practical critical method for analyzing existing games and designing future games"--
9781118347577 1118347579 9781118347553 1118347552 9781118347560 1118347560 9781118347584 1118347587
9786613655981 9781118347584
10.1002/9781118347584 Wiley InterScience http://www3.interscience.wiley.com 16F04518-2A60-48E2-A886-B3831F7FDC6A OverDrive, Inc. http://www.overdrive.com
2012007308
Computer games.
Computer games--Design.
Video games.
Video games--Design.
COMPUTERS--Programming--Games.
Computer games.
Computer games--Design.
Video games.
Video games--Design.
COMPUTERS--Programming--Games.
Electronic books.
Electronic books.
GV1469.3
794.8