The Routledge Companion to Video Game Studies
Datos Bibliográficos
| ID | 19918952 |
|---|---|
| Autores | Bernard Perron |
| Editores | Mark J P Wolf (0000-0003-1608-5814), Brian Perron (0000-0002-2973-2366) |
| Año | 2014 |
| Fecha de publicación | 2014-01-03 |
| Open Access | No |
| Tipo | BOOK |
| Revista | Routledge Companion to Video Game Studies (SOURCE_BOOK) |
| Editorial | Routledge (PUBLISHER • GB) |
| DOI | 10.4324/9780203114261 |
| OpenAlex | W584898764 |
| Open Library | OL34618787M |
| ISBN | 9780203114261 |
| Idioma | EN |
| Citas recibidas | 65 |
| Referencias citadas | 3 |
It is plausible that video games contain elements of fiction. Red Dead Redemption (Rockstar San Diego, 2010) depicts the fiction of a man named John Marston, his search for the members of his old criminal gang, and his death at the hands of federal agents. Marston, the world in which he lives, and the events that take place around him are the type of depictions that would find a natural place in other fictive media such as cinema. But significantly, the gameplay of Red Dead Redemption also partakes in this fiction: the player spends his or her time hunting coyotes, searching for lost treasure, and fighting gun battles. These are not activities that the player really performs; rather it is fictional that s/he does these things
Media studies · Multimedia · Sociology · Video game · Cinema and Media Studies · Computer Science · Digital Games and Media · Media, Gender, and Advertising · Video games
Jogos e história
The convenience of gaming
Corridors
The persuasive aims of Metal Gear Solid
Immersive Experience and Virtual Reality
From Voxel Vistas
Non-religious Players Asking Big Questions
One Year of #GamerGate
Accursed Play
Uncovering the Meaning
Experience, Rationality, Situation and Fallibilism
What Is It Like to Be a Player? The Qualia Revolution in Game Studies
Toward a Study of Pinball
Playing with Character
Methodology, Representation, and Games
From the Ontology of Video Games to the Epistemology of Digital Movements. Towards a Semiotics of Virtual Practices
Dark Patterns Meet the Gamer's Dilemma
Never Good Enough”
Exploring the Etymology of YouXi
Interactive Works and Gameplay Emotions
The video game as agencement and the image of new gaming experiences
Exploring game grammars
Copy Protection in Jet Set Willy
Triggering play
‘As you write your Odyssey…’
Cultural Techniques of Play
No Animals Were Harmed in the Playing of This Game
Game or Supernovel? Playing and Reading Massive Game Novels
Riot grrrl gaming
The Impact of 1980s and 1990s Video Games on Multimedia Cartography
The discourse structure of video games
Communicating life-saving knowledge
Armchair travel through video games
Work, play, and precariousness
Theoretical and metapsychological aspects of digital immersion and presence
Playing Dystopia
The Queerness of Video Game Music
Immersive Audio Storytelling
Game Studies
L’approche communicationnelle en études du jeu
Literacy at play
Entre bande dessinée et jeu vidéo
Literatura eletrônica Pop
Theoretical and Methodological Framework for Studying Video Games and Orientalism
Reflexivity, methodology and contexts in participatory digital media research
Cultural implications in the acceptability of game-based learning
Functions of Landscape in Games—A Theoretical Approach with Case Examples
The conceptual exportation question
Ludic Linguistics
Análisis Bibliométrico de la Animación 3D en el Contexto de la Cultura Digital
Existe influencia del sistema verbal en la 'jugabilidad' de un videojuego
Can Esports Substitute Traditional Sports? The Convergence of Sports and Video Gaming during the Pandemic and Beyond
You’ve Been Living Here For as Long as You Can Remember”
The early days of Finnish game culture
Videogames, Medievalismo e Ideologia
A criação de jogos analógicos como método no ensino de História
O Ensino de História na Era Digital
A Experiência Em Jogo
A criação de jogos analógicos como método no ensino de História
O videogame como instrumento de aprendizagem
The role of religious and cultural education as a resolution of radicalism conflict in Sibolga community
Space Rednecks, Robot Butlers, and Feline Foreigners
Masculinity and Melancholia at the Virtual End
Time in Video Games
Philosophy of games
| Obras citantes distintas | 65 |
|---|---|
| Citas por año | 1,16 |
| Intervalo de citas | 1970 - 2025 (56) |
| Velocidad de citación | recent |
| Altamente citado | No |
| Tipos de cita | Neutras: 30 |