Computer Games: Text, Narrative and Play
March 2006, Polity
This book provides a systematic, comprehensive introduction to the analysis of computer and video games. It introduces key concepts and approaches drawn from literary, film and media theory in an accessible and concrete manner; and it tests their use and relevance by applying them to a small but representative selection of role-playing and action-adventure games. It combines methods of textual analysis and audience research, showing how the combination of such methods can give a more complete picture of these playable texts and the fan cultures they generate. Clearly written and engaging, it will be a key text for students in the field and for all those with an interest in taking games seriously.
* 1. Studying computer games
* 2. Defining game genres
* 3. Games and narrative
* 4. Play and pleasure
* 5. Space, navigation and affect
* 6. Playing roles
* 7. Reworking the text: online fandom
* 8. Motivation and online gaming
* 9. Social play and learning
* 10. Agency in and around play
* 11. Film, adaptation and computer games
* 12. Games and Gender
* 13. Doing game analysis
* Games Cited
Andrew Burn is Reader in Education and New Media and Associate Director of the CSCYM at the University of London.
Diane Carr is Research Officer of the CSCYM at the University of London.
Gareth Schott is Senior Lecturer of Screen and Media Studies at the University of Waikato.
- A major new introduction to a popular and growing area of media studies.
- No previous knowledge of having studied games or interactive media is assumed, and complex theoretical approaches are made clear and accessible for a student reader.
- The textbook is divided into 12 clear chapters and will map closely onto course structures.
- The authors offer a good balance of theory and practice – a full chapter is dedicated to teaching the student methods for analysing games themselves.
- The book looks both at game texts and how they are actually played.
- Discusses several well-known role-playing and action-adventure games.
- All 'classic' games are covered!
-- Julian McDougall, Media Education Assocation Newsletter
'Computer Games: Text, Narrative and Play will be valuable for teachers and students who want to familiaize themselves with the core concepts and important debates within the merging field of games studies. But it does more than that - couping format analysis of games with an ethnographic perspective on games-playing showing how the same games studies can be read through multiple conceptual frameworks. If recent writing in games studies has seemed polarized, this book maps the middle ground between the warring positions.'
-- Henry Jenkins, Massachusetts Institute of Technology
'Computer Games challenges the notion that games are "just for fun" by introducing a readable tome for observers and players of Pong to Perfect Dark. A comprehensive and useful breakdown of what students of games studies should focus on and how they should go about doing it.'
-- Aleks Krotoski, Technology Journalist and Researcher