Even as the field of game studies has flourished, critical historical studies of games have lagged behind other areas of research. Histories have generally been fact-by-fact chronicles; fundamental terms of game design and development, technology, and play have rarely been examined in the context of their historical, etymological, and conceptual underpinnings. This volume attempts to "debug" the flawed historiography of video games. It offers original essays on key concepts in game studies, arranged as in a lexiconâfrom "Amusement Arcade" to "Embodiment" and "Game Art" to "Simulation" and "World Building."
Written by scholars and practitioners from a variety of disciplines, including game development, curatorship, media archaeology, cultural studies, and technology studies, the essays offer a series of distinctive critical "takes" on historical topics. The majority of essays look at game history from the outside in; some take deep dives into the histories of play and simulation to provide context for the development of electronic and digital games; others take on such technological components of games as code and audio. Not all essays are history or historical etymologyâthere is an analysis of game design, and a discussion of intellectual propertyâbut they nonetheless raise questions for historians to consider. Taken together, the essays offer a foundation for the emerging study of game history.
Contributors
Marcelo Aranda, Brooke Belisle, Caetlin Benson-Allott, Stephanie Boluk, Jennifer deWinter, J. P. Dyson, Kate Edwards, Mary Flanagan, Jacob Gaboury, William Gibbons, Raiford Guins, Erkki Huhtamo, Don Ihde, Jon Ippolito, Katherine Isbister, Mikael Jakobsson, Steven E. Jones, Jesper Juul, Eric Kaltman, Matthew G. Kirschenbaum, Carly A. Kocurek, Peter Krapp, Patrick LeMieux, Henry Lowood, Esther MacCallum-Stewart, Ken S. McAllister, Nick Monfort, David Myers, James Newman, Jenna Ng, Michael Nitsche, Laine Nooney, Hector Postigo, Jas Purewal, Reneé H. Reynolds, Judd Ethan Ruggill, Marie-Laure Ryan, Katie Salen Tekinba?, Anastasia Salter, Mark Sample, Bobby Schweizer, John Sharp, Miguel Sicart, Rebecca Elisabeth Skinner, Melanie Swalwell, David Thomas, Samuel Tobin, Emma Witkowski, Mark J.P. Wolf

- English
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- Available on iOS & Android
eBook - ePub
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Table of contents
- Cover
- Serires page
- Title page
- Copyright page
- Table of Contents
- Series Foreword
- Introduction: Why We Are Debugging
- 1âAchievements
- 2âAdventure
- 3âAmusement Arcade
- 4âArtificial Intelligence
- 5âCharacter
- 6âClassic Gaming
- 7âCode
- 8âConsole
- 9âControl
- 10âController
- 11âCooperative Play
- 12âCulturalization
- 13âDemo
- 14âDifficulty
- 15âEducational Games
- 16âEmbodiment
- 17âEmulation
- 18âFun
- 19âGame Art
- 20âGame Audio
- 21âGame Balance
- 22âGame Camera
- 23âGame Culture
- 24âGame Development
- 25âGame Engine
- 26âGame Glitch
- 27âGames as a Medium
- 28âGenre
- 29âIdentities
- 30âImmersion
- 31âIndependent Games
- 32âIntellectual Property
- 33âKriegsspiel
- 34âMachinima
- 35âMechanics
- 36âMenu
- 37âMetagame
- 38âModification
- 39âNarrative
- 40âPlatform
- 41âPlaying
- 42âPerspective
- 43âProcedurality
- 44âRole-Play
- 45âSave
- 46âSimulation
- 47âToys
- 48âWalkthrough
- 49âWorld Building
- Contributors
- Index
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Yes, you can access Debugging Game History by Henry Lowood,Raiford Guins in PDF and/or ePUB format. We have over one million books available in our catalogue for you to explore.