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The Meaning of Video Games

Gaming and Textual Studies

Bibliographic Data

ID19904498
AuthorsSophie Elisabeth Jones (0000-0002-7296-9596, corresponding author), Steven E Jones
Year2008
Pages198
Publication date2008-04-11
Open AccessNo
TypeBOOK
VenueThe meaning of video games (SOURCE_BOOK)
PublisherRoutledge (PUBLISHER • GB)
DOI10.4324/9780203929926
OpenAlexW4252527165
Open LibraryOL44180218M
ISBN9780203929926
LanguageEN
Citations received33

The Meaning of Video Games takes a textual studies approach to an increasingly important form of expression in today’s culture. It begins by assuming that video games are meaningful–not just as sociological or economic or cultural evidence, but in their own right, as cultural expressions worthy of scholarly attention. In this way, this book makes a contribution to the study of video games, but it also aims to enrich textual studies. Early video game studies scholars were quick to point out that a game should never be reduced to merely its "story" or narrative content and they rightly insist on the importance of studying games as games. But here Steven E. Jones demonstrates that textual studies–which grows historically out of ancient questions of textual recension, multiple versions, production, reproduction, and reception–can fruitfully be applied to the study of video games. Citing specific examples such as Myst and Lost, Katamari Damacy, Halo, Façade, Nintendo’s Wii, and Will Wright’s Spore, the book explores the ways in which textual studies concepts–authorial intention, textual variability and performance, the paratext, publishing history and the social text–can shed light on video games as more than formal systems. It treats video games as cultural forms of expression that are received as they are played, out in the world, where their meanings get made

Aesthetics · Art · Epistemology · Literature · Meaning (existential) · Media studies · Multimedia · Narrative · Participatory culture · Popular culture · Psychotherapist · Sociology · Video game · Artificial Intelligence in Games · Comics and Graphic Narratives · Computer Science · Cultural Studies · Digital Games and Media · Educational Games and Gamification · Narrative Theory and Analysis · Psychology · Social aspects · Social aspects of Video games · Video games

  • Response

    Open Access•Sophie Elisabeth Jones•Games and Culture•2022

  • Transitional Areas of Digital Game Art

    Burcu Nur Cengiz, Murat Ateşli•Sanat ve Tasarım Dergisi•2024

  • Multitextuality in RPGs

    Open Access•Dagmara Solska•Homo Ludens•2024

  • Przestrzenie semifilmowe. Symulowanie właściwości przestrzeni kinematograficznych w grach wideo

    Open Access•Joanna Sikorska•Kwartalnik Filmowy•2020

  • Una aproximación a los debates actuales sobre el estudio académico e investigativo sobre videojuegos

    Open Access•Elías Manaced Rey Vásquez•Signo y Pensamiento•2022

  • Sam Fisher and the “war on terror”

    Phoebe Wild•Critical Studies on Terrorism•2014

  • Introduction

    Open Access•Alan Galey•Games and Culture•2023

  • Where Do Virtual Worlds Come From

    Open Access•Maeva Veerapen•Games and Culture•2013

  • To the Center of Nowhere

    Open Access•Jon Saklofske•Games and Culture•2023

  • Digital Mortification of Literary Flesh

    Open Access•Lorenzo Servitje•Games and Culture•2014

  • Mask of the Translator

    Open Access•John Mcloughlin•Games and Culture•2022

  • Corporate Agriculture and the Exploitation of Life in Portal 2

    Open Access•Melissa A Wills•Games and Culture•2016

  • Behind the Scenes at ApertureScience.com

    Open Access•Alan Galey•Games and Culture•2022

  • Wii're Here for a Good Time”

    Open Access•Derek Foster•The Journal of American Culture•2010

  • Memories, Temporalities, Fictions

    Open Access•Paul Booth•Television & New Media•2010

  • Designing Wonder

    Open Access•James Tobias•Television & New Media•2010

  • Gaming the system

    Open Access•Kiri Miller•New Media & Society•2014

  • Military videogames and the future of ideological warfare

    Open Access•Marcus Schulzke•The British Journal of Politics…•2017

  • From entertainment to citizenship

    Open Access•Martin Scott, J Street et al.•International Journal of Cultural…•2011

  • On the promotional context of historical video games

    Esther Wright•Rethinking History•2018

  • Video Games Need a Theory of Language

    Patrick Fiorilli•Angelaki•2025

  • Mazes, monsters and multicursality. Mastering Pac-Man 1980–2016

    Open Access•James R Newman, James Newman et al.•Cogent Arts and Humanities•2016

  • Whither life

    Open Access•Matthew A Taylor•Subjectivity•2012

  • Grand Theft Heutagogy

    Open Access•Craig Kelly, Adam Lynes•Journal of Criminal Justice…•2023

  • Developer Credit

    Open Access•Jan Švelch•Games and Culture•2022

  • Beyond the Game Itself

    Open Access•Regina Seiwald•Games and Culture•2023

  • Engagement With the Gurus of Gaming Culture

    Open Access•Julian Kreissl, Daniel Possler et al.•Games and Culture•2021

  • War by other means

    Open Access•Marcus Schulzke•Review of International Studies•2016

  • Emitexts and Paratexts

    Open Access•Marcus Carter•Games and Culture•2015

  • Marketing Military Realism in Call of Duty 4

    Open Access•Matthew Thomas Payne•Games and Culture•2012

  • The Formal Qualities of the Video Game

    Open Access•Colin Cremin•Games and Culture•2012

  • Discursively Constructing the Art of Silent Hill

    Open Access•Ewan Kirkland•Games and Culture•2010

  • Where's My Montage? The Performance of Hard Work and Its Reward in Film, Television, and MMOGs

    Open Access•M Consalvo, Timothy Dodd Alley et al.•Games and Culture•2010

Unique citing works33
Citations per year2,06
Citation span2010 - 2025 (16)
Citation velocityrecent
Highly citedNo
Citation typesNeutral: 33

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