Debugging Game History
eBook - ePub

Debugging Game History

A Critical Lexicon

  1. English
  2. ePUB (mobile friendly)
  3. Available on iOS & Android
eBook - ePub

Debugging Game History

A Critical Lexicon

About this book

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 lexicon—from "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 etymology—there is an analysis of game design, and a discussion of intellectual property—but 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

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Information

Publisher
The MIT Press
Year
2016
eBook ISBN
9780262331951

Table of contents

  1. Cover
  2. Serires page
  3. Title page
  4. Copyright page
  5. Table of Contents
  6. Series Foreword
  7. Introduction: Why We Are Debugging
  8. 1 Achievements
  9. 2 Adventure
  10. 3 Amusement Arcade
  11. 4 Artificial Intelligence
  12. 5 Character
  13. 6 Classic Gaming
  14. 7 Code
  15. 8 Console
  16. 9 Control
  17. 10 Controller
  18. 11 Cooperative Play
  19. 12 Culturalization
  20. 13 Demo
  21. 14 Difficulty
  22. 15 Educational Games
  23. 16 Embodiment
  24. 17 Emulation
  25. 18 Fun
  26. 19 Game Art
  27. 20 Game Audio
  28. 21 Game Balance
  29. 22 Game Camera
  30. 23 Game Culture
  31. 24 Game Development
  32. 25 Game Engine
  33. 26 Game Glitch
  34. 27 Games as a Medium
  35. 28 Genre
  36. 29 Identities
  37. 30 Immersion
  38. 31 Independent Games
  39. 32 Intellectual Property
  40. 33 Kriegsspiel
  41. 34 Machinima
  42. 35 Mechanics
  43. 36 Menu
  44. 37 Metagame
  45. 38 Modification
  46. 39 Narrative
  47. 40 Platform
  48. 41 Playing
  49. 42 Perspective
  50. 43 Procedurality
  51. 44 Role-Play
  52. 45 Save
  53. 46 Simulation
  54. 47 Toys
  55. 48 Walkthrough
  56. 49 World Building
  57. Contributors
  58. Index

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