Tomb Raiders and Space Invaders
eBook - PDF

Tomb Raiders and Space Invaders

Videogame Forms and Contexts

  1. 272 pages
  2. English
  3. PDF
  4. Available on iOS & Android
eBook - PDF

Tomb Raiders and Space Invaders

Videogame Forms and Contexts

About this book

The first in the field to focus on the key aspects of videogames themselves as a distinctive medium, this is a rich and original read for gamers as well as students and researchers of popular culture internationally, which reviews the passionate gamer/game relationship viz all types of games from "Doom" to "EverQuest". Videogames now rival Hollywood cinema in popularity and profits and there are huge followings for titles such as "Tomb Raider" or "The Sims". Exactly what games offer, however, as a distinct form of entertainment, has received scant attention. This book is a valuable contribution to this new field. Its main focus is on key formal aspects of games and the experiences and pleasures offered by the activities they require of the player. A wide range of games are considered, from first-person shooters to third-person action-adventures, strategy, sports-related and role-playing games. Issues examined in detail include the characteristics of gameplay and its relationship with narrative, genre, virtual landscapes, realism, spectacle and sensation.
Lively and accessible in style, this book is written for both an academic readership and the wider audience of gamers and those interested in popular culture.

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Yes, you can access Tomb Raiders and Space Invaders by Geoff King,Tanya Krzywinska in PDF and/or ePUB format, as well as other popular books in Social Sciences & Popular Culture. We have over one million books available in our catalogue for you to explore.

Information

Publisher
I.B. Tauris
Year
2005
Print ISBN
9781845111083
eBook ISBN
9780857717405

Table of contents

  1. Cover
  2. Contents
  3. List of Illustrations
  4. Acknowledgements
  5. Introduction: Space Invaders, Tomb Raiders
  6. 1. Gameplay and its Contexts
  7. 2. Gamescapes: Exploration and Virtual Presence in Game-Worlds
  8. 3. Realism, Spectacle, Sensation
  9. 4. Social, Cultural and Political Dimensions
  10. Afterword
  11. Notes
  12. Select Bibliography
  13. Index