Debugging Game History: A Critical Lexicon (Game Histories)

  • 出版商: MIT
  • 出版日期: 2016-06-03
  • 售價: $1,880
  • 貴賓價: 9.5$1,786
  • 語言: 英文
  • 頁數: 464
  • 裝訂: Hardcover
  • ISBN: 0262034190
  • ISBN-13: 9780262034197
  • 下單後立即進貨 (約3~6週)

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商品描述

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.

ContributorsMarcelo 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 Tekinbaş, 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

商品描述(中文翻譯)

即使遊戲研究領域蓬勃發展,對遊戲的批判性歷史研究卻落後於其他研究領域。歷史通常是逐事實的編年史;遊戲設計與開發、技術和遊玩的基本術語,鮮少在其歷史、詞源和概念基礎的背景下進行檢視。本書旨在「除錯」電子遊戲的有缺陷的歷史學。它提供了關於遊戲研究關鍵概念的原創論文,按照詞彙表的方式排列——從「遊樂場」到「具身性」,再到「遊戲藝術」、「模擬」和「世界建構」。

這些論文由來自多個學科的學者和實踐者撰寫,包括遊戲開發、策展、媒體考古學、文化研究和技術研究,提供了一系列獨特的批判性觀點,針對歷史主題進行探討。大多數論文從外部視角看待遊戲歷史;有些則深入探討遊玩和模擬的歷史,以提供電子和數位遊戲發展的背景;另一些則探討遊戲的技術組成部分,如程式碼和音訊。並非所有論文都是歷史或歷史詞源學——其中有對遊戲設計的分析,以及對智慧財產權的討論——但它們仍然提出了供歷史學家考慮的問題。綜合來看,這些論文為新興的遊戲歷史研究提供了基礎。

貢獻者: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 Tekinbaş, 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