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Books | July 2012 | Game Invaders
 

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Fencott, Clive / Clay, Jo / Lockyer, Mike / Massey, Paul
Game Invaders
The Theory and Understanding of Computer Games

1. Edition July 2012
47.90 Euro
2012. 230 Pages, Softcover
ISBN 978-0-470-59718-7 - John Wiley & Sons




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Short description
Game Invaders takes an innovative approach to game design, combining genre theory and semiotics. U.K. games professor Clive Fencott introduces a practical critical DIY toolbox for analyzing existing games and designing future games. He explores an unconventional assortment of specific games in depth to show the value and limitations of various theories, paying close attention to several games outside of the mainstream. Fencott also investigates possible futures in game building, applications, and virtual realities. Personable and engaging, this book is meant for undergraduate and graduate students in games programming, games design, communications studies, and media studies, as well as recent grads looking for an edge in beginning their programming/design careers.

From the contents
Preface ix

Abbreviations xi

Part I Why Do People Play Games?

1. You Are the One 3
Tools to Think With 5
Getting Started 8
Summary 12

2. Genre 13
What Are Genres? 14
What Are Genres For? 16
Genre Maps 18
Computer Game Genres 19
A Theory of Computer Game Genres 21
Summary 25
Further Reading and Tasks 26

3. Activity 29
The Story of Activity Groups 29
An Overview of Activity Profiles 33
Three Driving Games 35
Calculating Genres 38
Summary 43
Tasks 44

4. Pleasure 45
Aesthetics and Computer Games 47
Spacewar 51
Zork 52
Pac-Man 56
Comparative Aesthetics 57
Summary 59
Tasks 60

5. Two Rail-Shooters 61
Star Fox and Rez 61
Activity Profiling and Genre Theory 63
Applying Aesthetic Theory 65
The Method of Game Analysis 67
Tetsuya Mizuguchi, Rez, and Beyond 67
Summary 69
Further Reading and Tasks 70

6. Why Don't People Play Games 71
What Do We Mean by Games? 72
Resident Evil 73
Why Not Ask the Players? 75
Emotional Models of Play 76
Player Types 79
Demographic Research 81
Why Don't People Play Games? 82
Conclusions 83

Part II What Is a Game?

7. Just an Ordinary Day 87
The Glass Vial 89
Unrealisms 90
Perceptual Opportunities 91
Sureties 92
Surprises 93
Attractors 93
Connectors 95
Rewards 97
Getting It All Together in SinCity 99
Perceptual Mapping in SinCity 100
AS-OceanFloor 103
Summary 108
Further Reading and Tasks 109

8. Big Bad Streets 111
Driver School 111
Sureties 113
Surprises 114
Driver and SinCity Comparisons 119
Summary 122
Further Reading and Tasks 123

9. Time to Visit Yokosuka 125
Shenmue 125
Genre and Activity Profile 126
Aesthetics 128
Shenmue POs 129
PSAS and Cut Scenes 131
Interactive Storytelling? 133
And On With General Aesthetics 134
Summary 135
Further Reading and Tasks 137

10. Meaning What? 139
Semiotics and Signs 140
Pac-Man's Signs 143
Icons, Indexes, and Symbols 144
Denotation, Connotation, and Myth 146
Syntagms and Paradigms 148
Codes 151
Making Up Pac-Man 154
Filling Gaps 155
Summary 159
Further Reading and Tasks 161

11. All Work and Play 163
The Work of Meaning 164
Signs of Interaction 167
The Mechanics of Interaction 170
The Inside-Out Code 176
Where Is the Player? 178
Summary 180
Further Reading and Tasks 181

12. Big Game Hunting 183
Semiosphere 183
The Code of Interaction 185
The Myth of Interaction 189
What Is a Game? 191
How Do You Get Out of Here? 192
Big Game Hunting 194

Glossary 197

List of Games 203

Bibliography 205

Index 207

 




 

        

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