The Meaning of Video Games
Gaming and Textual Studies
Bibliographic Data
| ID | 19904498 |
|---|---|
| Authors | Sophie Elisabeth Jones (0000-0002-7296-9596, corresponding author), Steven E Jones |
| Year | 2008 |
| Pages | 198 |
| Publication date | 2008-04-11 |
| Open Access | No |
| Type | BOOK |
| Venue | The meaning of video games (SOURCE_BOOK) |
| Publisher | Routledge (PUBLISHER • GB) |
| DOI | 10.4324/9780203929926 |
| OpenAlex | W4252527165 |
| Open Library | OL44180218M |
| ISBN | 9780203929926 |
| Language | EN |
| Citations received | 33 |
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
Transitional Areas of Digital Game Art
Multitextuality in RPGs
Przestrzenie semifilmowe. Symulowanie właściwości przestrzeni kinematograficznych w grach wideo
Una aproximación a los debates actuales sobre el estudio académico e investigativo sobre videojuegos
Sam Fisher and the “war on terror”
Introduction
Where Do Virtual Worlds Come From
To the Center of Nowhere
Digital Mortification of Literary Flesh
Mask of the Translator
Corporate Agriculture and the Exploitation of Life in Portal 2
Behind the Scenes at ApertureScience.com
Wii're Here for a Good Time”
Memories, Temporalities, Fictions
Designing Wonder
Gaming the system
Military videogames and the future of ideological warfare
From entertainment to citizenship
On the promotional context of historical video games
Video Games Need a Theory of Language
Mazes, monsters and multicursality. Mastering Pac-Man 1980–2016
Whither life
Grand Theft Heutagogy
Developer Credit
Beyond the Game Itself
Engagement With the Gurus of Gaming Culture
War by other means
Emitexts and Paratexts
Marketing Military Realism in Call of Duty 4
The Formal Qualities of the Video Game
Discursively Constructing the Art of Silent Hill
Where's My Montage? The Performance of Hard Work and Its Reward in Film, Television, and MMOGs
| Unique citing works | 33 |
|---|---|
| Citations per year | 2,06 |
| Citation span | 2010 - 2025 (16) |
| Citation velocity | recent |
| Highly cited | No |
| Citation types | Neutral: 33 |