Handbook of Computer Game Studies

Joost Raessens, Jeffrey Goldstein

買這商品的人也買了...

商品描述

Description:

New media students, teachers, and professionals have long needed a comprehensive scholarly treatment of digital games that deals with the history, design, reception, and aesthetics of games along with their social and cultural context. The Handbook of Computer Game Studies fills this need with a definitive look at the subject from a broad range of perspectives. Contributors come from cognitive science and artificial intelligence, developmental, social, and clinical psychology, history, film, theater, and literary studies, cultural studies, and philosophy as well as game design and development. The text includes both scholarly articles and journalism from such well-known voices as Douglas Rushkoff, Sherry Turkle, Henry Jenkins, Katie Salen, Eric Zimmerman, and others.

Part I considers the "prehistory" of computer games (including slot machines and pinball machines), the development of computer games themselves, and the future of mobile gaming. The chapters in part II describe game development from the designer's point of view, including the design of play elements, an analysis of screenwriting, and game-based learning. Part III reviews empirical research on the psychological effects of computer games, and includes a discussion of the use of computer games in clinical and educational settings. Part IV considers the aesthetics of games in comparison to film and literature, and part V discusses the effect of computer games on cultural identity, including gender and ethnicity. Finally, part VI looks at the relation of computer games to social behavior, considering, among other matters, the inadequacy of laboratory experiments linking games and aggression and the different modes of participation in computer game culture.

Joost Raessens is Associate Professor of New Media Studies in the Faculty of Arts at the University of Utrecht.

Jeffrey Goldstein is Professor in the Department of Social and Organizational Psychology at the University of Utrecht.


 

 

Table of Contents:

Acknowledgments ix
Introduction xi
I Computer Games 1
1 Slots of Fun, Slots of Trouble: An Archaeology of Arcade Gaming
Erkki Huhtamo
3
2 The History of the Video Game
Steven Malliet and Gust de Meyer
23
3 Future of Games: Mobile Gaming
Justin Hall
47
II Design 57
4 Game Design and Meaningful Play
Katie Salen and Eric Zimmerman
59
5 Click Reading: Screenwriting and Screen-Reading Practices in Film and Multimedia Fictions
Isabelle Raynauld
81
6 Computer Games and Learning: Digital Game-Based Learning
Marc Prensky
97
III Reception 123
7 Cognitive Effects of Video Games
Sandra L. Calvert
125
8 Children's Social Behavior during Video Game Play
Robyn M. Holmes and Anthony D. Pellegrini
133
9 Psychological Effects of Video Games
Barrie Gunter
145
10 The Therapeutic Value of Video Games
Mark Griffiths
161
IV Games as an Aesthetic Phenomenon 173
11 Games, the New Lively Art
Henry Jenkins
175
12 Genre and the Video Game
Mark J. P. Wolf
193
13 The Role of Artificial Intelligence in Computer Game Genres
John E. Laird and Michael van Lent
205
14 Games Telling Stories?
Jesper Juul
219
15 Narrativity in Computer Games
Britta Neitzel
227
V Games as a Cultural Phenomenon 249
16 The Game of Life: Narrative and Ludic Identity Formation in Computer Games
Jos de Mul
251
17 Computer Games as Evocative Objects: From Projective Screens to Relational Artifacts
Sherry Turkle
267
18 Gaming with Grrls: Looking for Sheroes in Computer Games
Birgit Richard and Jutta Zaremba
283
19 Gendered Gaming in Gendered Space
Jo Bryce and Jason Rutter
301
20 Serious Play: Playing with Race in Contemporary Gaming Culture
Anna Everett
311
21 Simulation, History, and Computer Games
William Uricchio
327
VI Games as a Social Phenomenon 339
22 Violent Video Games
Jeffrey Goldstein
341
23 Does Video Games Addiction Exist?
Mark Griffiths and Mark N. O. Davies
359
24 Computer Games as Participatory Media Culture
Joost Raessens
373
25 I Am What I Play: Participation and Reality as Content
Jan-Willem Huisman and Hanne Marckmann
389
26 Game Reconstruction Workshop: Demolishing and Evolving PC Games and Gamer Culture
Anne-Marie Schleiner
405
27 Renaissance Now! The Gamers' Perspective
Douglas Rushkoff
415
About the Contributors 423
Games Index 429
Name Index 435
Subject Index 447

商品描述(中文翻譯)

描述:
新媒體學生、教師和專業人士長期以來一直需要一本全面的學術著作,以探討數位遊戲的歷史、設計、接受度和美學,以及其社會和文化背景。《電腦遊戲研究手冊》從廣泛的觀點出發,填補了這一需求。貢獻者來自認知科學和人工智能、發展、社會和臨床心理學、歷史、電影、戲劇和文學研究、文化研究和哲學,以及遊戲設計和開發領域。本書包括學術文章和來自道格拉斯·拉什科夫、雪莉·特克爾、亨利·詹金斯、凱蒂·薩倫、埃里克·齊默曼等知名人士的新聞報導。

第一部分考慮了電腦遊戲的“前史”(包括老虎機和彈珠機)、電腦遊戲本身的發展以及移動遊戲的未來。第二部分的章節從設計師的角度描述了遊戲開發,包括遊戲元素的設計、劇本分析和基於遊戲的學習。第三部分回顧了關於電腦遊戲心理效應的實證研究,並討論了在臨床和教育環境中使用電腦遊戲的問題。第四部分將遊戲的美學與電影和文學進行比較,第五部分討論了電腦遊戲對文化身份的影響,包括性別和種族。最後,第六部分探討了電腦遊戲與社會行為的關係,包括實驗室實驗將遊戲與侵略行為聯繫起來的不足之處,以及參與電腦遊戲文化的不同方式。

Joost Raessens是荷蘭烏特勒支大學藝術學院新媒體研究副教授。

Jeffrey Goldstein是荷蘭烏特勒支大學社會與組織心理學系教授。

目錄:
致謝
導言
第一部分:電腦遊戲
第一章:樂趣的老虎機,麻煩的老虎機:一個電玩遊戲考古學
```