Computer Games As A Sociocultural Phenomenon: Games Without Frontiers - War Without Tears by A. Jahn-sudmannComputer Games As A Sociocultural Phenomenon: Games Without Frontiers - War Without Tears by A. Jahn-sudmann

Computer Games As A Sociocultural Phenomenon: Games Without Frontiers - War Without Tears

byA. Jahn-sudmann

Hardcover | January 17, 2008

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Internationally renowned media and literature scholars, social scientists, game designers and artists explore the cultural potential of computer games in this rich anthology, which introduces the latest approaches in the central fields of game studies and provides an extensive survey of contemporary game culture.
PETER BERGER is a software developer for Apple IAN BOGOST is Assostant Professor of Digital Media, Georgia Institute of Technology, USA JEFFREY P. CAIN is Associate Professor of English, Sacred Heart University, USA SVEN O. CAVALCANTI is at the Institute for Sociology and Social Psychology, Hanover University, Germany DEAN CHAN is Rese...
Title:Computer Games As A Sociocultural Phenomenon: Games Without Frontiers - War Without TearsFormat:HardcoverDimensions:229 pages, 8.5 × 5.51 × 0.69 inPublished:January 17, 2008Publisher:Palgrave MacmillanLanguage:English

The following ISBNs are associated with this title:

ISBN - 10:0230545440

ISBN - 13:9780230545441

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Table of Contents

Acknowledgements Notes on Contributors Introduction; A.Jahn-Sudmann & R.Stockmann PART 1: GAME DESIGN AND AESTHETICS The Aesthetic Vocabulary of Video Games; J.Van Dreunen Can Games Get Real? A Closer Look at 'Documentary' Digital Games; I.Bogost & C.Poremba Emotional Design of Computer Games and Fiction Films; D.C.Rusch 'Applied Game Theory': Innovation, Diversity, Experimentation in Contemporary Game Design; H.Jenkins & K.Squire PART 2: SPACE AND TIME There and Back Again: Reuse, Signifiers, and Consistency in Created Game Spaces; P.Berger Another Bricolage in the Wall: Deleuze and Teenage Alienation; J.P.Cain PART 3: WAR AND VIOLENCE Programming Violence: Language and the Making of Interactive Media; C.Herbst Impotence and Agency: Computer Games as a Post-9/11 Battlefield; H.Lowood S(t)imulating War: From Early Films to Military Games; D.Rentfrow PART 4: ETHICS AND MORALITY Player in Fabula. Ethics of Interaction as Semiotic Negotiation Between Authorship and Readership; M.Maietti 'Moral Management': Dealing with Moral Concerns to Maintain Enjoyment of Violent Video Games; C.Klimmt, H.Schmid, A.Nosper, T.Hartmann & P.Vorderer Beyond Good and Evil: The Inhuman Ethics of Redemption and Bloodlines; W.Slocombe PART 5: POLITICS AND IDEOLOGY Preconscious Apocalypse. The Failure of Capitalism in Computer Games; S.O.Cavalcanti Borders and Bodies in City of Heroes: (Re)imaging American Identity Post 9/11; N.Marshall Anti-PC Games. Exploring Articulations of the Politically Incorrect in GTA San Andreas; A.Jahn-Sudmann & R.Stockmann Strip-Shift-Impose-Recycle-Overload-Spill-Breakout-Abuse. Artists' (Mis-)Appropriations of Shooter Games; M.Engeli PART 6: COMPUTER GAME PLAY(ERS) AND CULTURAL IDENTITIES Presence-Play: The Hauntology of the Computer Game; D.Lockwood & T.Richards Negotiating Online Computer Games in East Asia: Manufacturing Asian MMORPGs and Marketing 'Asianness'; D.Chan Teenage Girls 'Play House' - The Cyber-drama of the Sims; L.Dyson Cited Computer Games References Index