Real games : what's legitimate and what's not in contemporary video games / Mia Consalvo and Christopher A. Paul.
By: Consalvo, Mia [author.].
Contributor(s): Paul, Christopher A [author.] | IEEE Xplore (Online Service) [distributor.] | MIT Press [publisher.].
Material type: BookSeries: Playful thinking (Cambridge, Mass): Publisher: Cambridge : MIT Press, 2019Distributor: [Piscataqay, New Jersey] : IEEE Xplore, [2019]Description: 1 PDF (224 pages).Content type: text Media type: electronic Carrier type: online resourceISBN: 9780262353625.Subject(s): Video games -- History | Video games -- Design | Video games -- Social aspects | Video games industry -- HistoryGenre/Form: Electronic books. | History.Additional physical formats: Print version:: Real gamesDDC classification: 794.8 Online resources: Abstract with links to resource Also available in print.Intro; Contents; On Thinking Playfully; Preface; Who Is Playing Not-Real Games?; Acknowledgments; Introduction: Welcome to the Discourse of the Real: Constituting the Boundaries of Games and Player; Real Game Studies?; Constitutive Rhetoric and the Creation of the Real; Prototype Theory; Our Analytic Lens; Chapter Breakdown; 1 -- Facebook Games Were Evil; A Game's Developer: Pedigree Matters; The Game Itself: Formal Elements; Payment Structures: Real Games and Real Dollars; Conclusion; 2 -- Developer Pedigree; Of Kings, Candy, and Sagas; Blizzard; Flappy Bird and an Outsider Indie Developer
Conclusion3 -- The Game Itself; Length; Platform and Control Scheme; Social Richness and Perceived Difficulty; Conclusion; 4 -- The Rise of Free-to-Play Games; A (Selective) History of Purchasing Gameplay; Conclusion; Walking toward a Conclusion; Moving Past Walking; Notes; Preface; Introduction; Chapter 1; Chapter 2; Chapter 3; Chapter 4; Walking toward a Conclusion; Bibliography; Index
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How we talk about games as real or not-real, and how that shapes what games are made and who is invited to play them.
Also available in print.
Mode of access: World Wide Web
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