This book offers both an overview of the critical concepts and critical debates that are shaping the emerging field of Game Studies and an analysis of computer games as the most popular contemporary form of new media production and consumption. Games are explored for the general reader wishing to understand them in the context of cultural and media studies and are used as a critical site for the examination of the impact of new media on established frameworks and concepts within cultural and media studies. In particular, the book: Argues for the centrality of play in redefining reading, consuming and creating culture Offers detailed research into the political economy of games that generates a model of new media production Argues that games circulate within and remediate dominant technicities in emergent techno culture Offers valuable insight into the modes of intervention into game production and consumption as a model for understanding and contesting dominant ideas around the putative aopennessa of new media Examines the dynamics of power in relation to both the production and consumption of computer games.Sonya#39;s Singstar (2004) requires performances of voice; Eye Toy games and titles like Parappa the Rapper require highly ... Cyberathlete performances extend the applicability of the idea of gameplay as performance, in that they also attract an audience ... their gameplay live on large screens. ... Richard Schechner: a#39;The text, where it exists, is understood as a key to action, not its replacementa#39; (1988b: 28).
|Author||:||Jon Dovey, Helen W. Kennedy|
|Publisher||:||Open Univ Pr - 2006-05-01|