Mark J P Wolf
Biographic Data
| ID | 165543 |
|---|---|
| NAME | Mark J P Wolf |
| GIVEN NAMES | Mark J P |
| FAMILY NAME | Wolf |
| SIGNATURE | WOLF M J P |
| AFFILIATIONS | Concordia University Wisconsin |
| ORCID | 0000-0003-1608-5814 |
| VERIFIED | Yes |
| TOTAL WORKS | 18 |
| TOTAL CITATIONS | 5 |
| AUTHOR COUNT | 8 |
| EDITOR COUNT | 10 |
| FIRST PUBLICATION YEAR | 2002 |
| LATEST PUBLICATION YEAR | 2023 |
| H-INDEX | 1 |
The Routledge Companion to Video Game Studies
Encyclopedia of Video Games
Now in its second edition, theEncyclopedia of Video Games: The Culture, Technology, and Art of Gamingis the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studie…
Exploring Imaginary Worlds
World-Builders on World-Building
Contemplation, Subcreation, and Video Games
This essay asks how religion and theological ideas might be made manifest in video games, and particularly the creation of video games as a religious activity, looking at contemplative experiences in video games, and the creation and world-building of game worlds as a form of Tolkienian subcreation, which itself leads to contemplation regarding the creation of worlds
Star Wars and the History of Transmedia Storytelling
Star Wars has reached more than three generations of casual and hardcore fans alike, and as a result many of the producers of franchised Star Wars texts (films, television, comics, novels, games, and more) over the past four decades have been fans-turned-creators. Yet despite its dominant cultural and industrial positions, Star Wars has rarely been the topic of sustained critical work. Star Wars and the History of Transmedia Storytelling offers a…
Video Games Around the World
Thirty-nine essays explore the vast diversity of video game history and culture across all the world's continents. Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and culture across every continent, with essay…
The Routledge Companion to Video Game Studies
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 significant…
The Video Game Theory Reader
In the early days of Pong and Pac Man, video games appeared to be little more than an idle pastime. Today, video games make up a multi-billion dollar industry that rivals television and film. The Video Game Theory Reader brings together exciting new work on the many ways video games are reshaping the face of entertainment and our relationship with technology. Drawing upon examples from widely popular games ranging from Space Invaders to Final Fan…
Encyclopedia of Video Games
This encyclopedia collects and organizes theoretical and historical content on the topic of video games, covering the people, systems, technologies, and theoretical concepts as well as the games themselves. This two-volume encyclopedia addresses the key people, companies, regions, games, systems, institutions, technologies, and theoretical concepts in the world of video games, serving as a unique resource for students. The work comprises over 300…
Encyclopedia of Video Games
This encyclopedia collects and organizes theoretical and historical content on the topic of video games, covering the people, systems, technologies, and theoretical concepts as well as the games themselves. This two-volume encyclopedia addresses the key people, companies, regions, games, systems, institutions, technologies, and theoretical concepts in the world of video games, serving as a unique resource for students. The work comprises over 300…
Before the Crash
Contributors examine the early days of video game history before the industry crash that ended the medium's golden age
Building Imaginary Worlds
Introduction 1. Worlds within the World 2. A History of Imaginary Worlds 3. World Structures and Systems of Relationships 4. More Than a Story: Narrative Threads and Narrative Fabric 5. Subcreation within Subcreated Worlds 6. Transmedial Growth and Adaptation 7. Circles of Authorship Glossary Appendix: Timeline of Imaginary Worlds
The Video Game Theory Reader 2
The video game explosion
The Video Game Explosion: A History from PONG to PlayStation and Beyond traces the growth of a global phenomenon that has become an integral part of popular culture today. All aspects of video games and gaming culture are covered inside this engaging reference, including the leading video game innovators, the technological advances that made the games of the late 1970s and those of today possible, the corporations that won and lost billions of do…
The Video Game Explosion
The Video Game Explosion: A History from PONG to PlayStation and Beyond traces the growth of a global phenomenon that has become an integral part of popular culture today. All aspects of video games and gaming culture are covered inside this engaging reference, including the leading video game innovators, the technological advances that made the games of the late 1970s and those of today possible, the corporations that won and lost billions of do…
Game Studies and Beyond
This article describes why video game studies is an important branch of media studies and suggests ways it may be linked to the study of other media
The Medium of the Video Game
Star Wars and the History of Transmedia Storytelling
Star Wars has reached more than three generations of casual and hardcore fans alike, and as a result many of the producers of franchised Star Wars texts (films, television, comics, novels, games, and more) over the past four decades have been fans-turned-creators. Yet despite its dominant cultural and industrial positions, Star Wars has rarely been the topic of sustained critical work. Star Wars and the History of Transmedia Storytelling offers a…
Contemplation, Subcreation, and Video Games
This essay asks how religion and theological ideas might be made manifest in video games, and particularly the creation of video games as a religious activity, looking at contemplative experiences in video games, and the creation and world-building of game worlds as a form of Tolkienian subcreation, which itself leads to contemplation regarding the creation of worlds
Game Studies and Beyond
This article describes why video game studies is an important branch of media studies and suggests ways it may be linked to the study of other media
The Medium of the Video Game
Game Studies and Beyond
This article describes why video game studies is an important branch of media studies and suggests ways it may be linked to the study of other media
The video game explosion
The Video Game Explosion: A History from PONG to PlayStation and Beyond traces the growth of a global phenomenon that has become an integral part of popular culture today. All aspects of video games and gaming culture are covered inside this engaging reference, including the leading video game innovators, the technological advances that made the games of the late 1970s and those of today possible, the corporations that won and lost billions of do…
The Video Game Explosion
The Video Game Explosion: A History from PONG to PlayStation and Beyond traces the growth of a global phenomenon that has become an integral part of popular culture today. All aspects of video games and gaming culture are covered inside this engaging reference, including the leading video game innovators, the technological advances that made the games of the late 1970s and those of today possible, the corporations that won and lost billions of do…
The Video Game Theory Reader 2
Encyclopedia of Video Games
This encyclopedia collects and organizes theoretical and historical content on the topic of video games, covering the people, systems, technologies, and theoretical concepts as well as the games themselves. This two-volume encyclopedia addresses the key people, companies, regions, games, systems, institutions, technologies, and theoretical concepts in the world of video games, serving as a unique resource for students. The work comprises over 300…
Encyclopedia of Video Games
This encyclopedia collects and organizes theoretical and historical content on the topic of video games, covering the people, systems, technologies, and theoretical concepts as well as the games themselves. This two-volume encyclopedia addresses the key people, companies, regions, games, systems, institutions, technologies, and theoretical concepts in the world of video games, serving as a unique resource for students. The work comprises over 300…
Before the Crash
Contributors examine the early days of video game history before the industry crash that ended the medium's golden age
Building Imaginary Worlds
Introduction 1. Worlds within the World 2. A History of Imaginary Worlds 3. World Structures and Systems of Relationships 4. More Than a Story: Narrative Threads and Narrative Fabric 5. Subcreation within Subcreated Worlds 6. Transmedial Growth and Adaptation 7. Circles of Authorship Glossary Appendix: Timeline of Imaginary Worlds
The Video Game Theory Reader
In the early days of Pong and Pac Man, video games appeared to be little more than an idle pastime. Today, video games make up a multi-billion dollar industry that rivals television and film. The Video Game Theory Reader brings together exciting new work on the many ways video games are reshaping the face of entertainment and our relationship with technology. Drawing upon examples from widely popular games ranging from Space Invaders to Final Fan…
The Routledge Companion to Video Game Studies
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 significant…
Video Games Around the World
Thirty-nine essays explore the vast diversity of video game history and culture across all the world's continents. Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and culture across every continent, with essay…
Star Wars and the History of Transmedia Storytelling
Star Wars has reached more than three generations of casual and hardcore fans alike, and as a result many of the producers of franchised Star Wars texts (films, television, comics, novels, games, and more) over the past four decades have been fans-turned-creators. Yet despite its dominant cultural and industrial positions, Star Wars has rarely been the topic of sustained critical work. Star Wars and the History of Transmedia Storytelling offers a…
Contemplation, Subcreation, and Video Games
This essay asks how religion and theological ideas might be made manifest in video games, and particularly the creation of video games as a religious activity, looking at contemplative experiences in video games, and the creation and world-building of game worlds as a form of Tolkienian subcreation, which itself leads to contemplation regarding the creation of worlds
Exploring Imaginary Worlds
World-Builders on World-Building
Encyclopedia of Video Games
Now in its second edition, theEncyclopedia of Video Games: The Culture, Technology, and Art of Gamingis the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studie…
The Routledge Companion to Video Game Studies
Digital Games and Media (16 works) · Computer Science (15 works) · Video game (13 works) · Multimedia (12 works) · Sociology (8 works) · Media studies (7 works) · Video games (7 works) · Business (4 works) · History (4 works) · Law (4 works)