
- 208 pages
- English
- ePUB (mobile friendly)
- Available on iOS & Android
An Introduction to Game Studies
About this book
Key concepts and theories are illustrated with discussion of games taken from different historical phases of game culture. Progressing from the simple, yet engaging gameplay of Pong and text-based adventure games to the complex virtual worlds of contemporary online games, the book guides students towards analytical appreciation and critical engagement with gaming and game studies.
Students will learn to:
- Understand and analyse different aspects of phenomena we recognise as ?game? and play?
- Identify the key developments in digital game design through discussion of action in games of the 1970s, fiction and adventure in games of the 1980s, three-dimensionality in games of the 1990s, and social aspects of gameplay in contemporary online games
- Understand games as dynamic systems of meaning-making
- Interpret the context of games as ?culture? and subculture
- Analyse the relationship between technology and interactivity and between ?game? and ?reality?
- Situate games within the context of digital culture and the information society
With further reading suggestions, images, exercises, online resources and a whole chapter devoted to preparing students to do their own game studies project, An Introduction to Game Studies is the complete toolkit for all students pursuing the study of games.
The companion website at www.sagepub.co.uk/mayra contains slides and assignments that are suitable for self-study as well as for classroom use. Students will also benefit from online resources at www.gamestudiesbook.net, which will be regularly blogged and updated by the author.
Professor Frans Mäyrä is a Professor of Games Studies and Digital Culture at the Hypermedia Laboratory in the University of Tampere, Finland.
Frequently asked questions
- Essential is ideal for learners and professionals who enjoy exploring a wide range of subjects. Access the Essential Library with 800,000+ trusted titles and best-sellers across business, personal growth, and the humanities. Includes unlimited reading time and Standard Read Aloud voice.
- Complete: Perfect for advanced learners and researchers needing full, unrestricted access. Unlock 1.4M+ books across hundreds of subjects, including academic and specialized titles. The Complete Plan also includes advanced features like Premium Read Aloud and Research Assistant.
Please note we cannot support devices running on iOS 13 and Android 7 or earlier. Learn more about using the app.
Information
Table of contents
- Cover Page
- Title
- Copyright
- Contents
- List of Tables and Figures
- List of Boxes
- Acknowledgements
- 1 Introduction: what is game studies?
- 2 Game culture: meaning in games
- 3 Play and games in history
- 4 Dual structure and the action games of the 1970s
- 5 Adventures and other fiction in the 1980s’ games
- 6 Three-dimensionality and the early 1990s
- 7 The real and the game: game culture entering the new millennium
- 8 Preparing for a game studies project
- References
- Index