Tomb Raiders and Space Invaders

Tomb Raiders and Space Invaders
Author: Geoff King
Publisher: Bloomsbury Publishing
Total Pages: 273
Release: 2005-10-28
Genre: Social Science
ISBN: 0857717405


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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.


Tomb Raiders and Space Invaders
Language: en
Pages: 273
Authors: Geoff King
Categories: Social Science
Type: BOOK - Published: 2005-10-28 - Publisher: Bloomsbury Publishing

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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 stud
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Today over half of all American households own a dedicated game console and gaming industry profits trump those of the film industry worldwide. In this book, So
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This book combines insights from the humanities and modern neuroscience to explore the contribution of affect and embodiment on meaning-making in case studies f
Mazes in Videogames
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Pages: 191
Authors: Alison Gazzard
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From the text adventures of Zork, to the arcade game of Pac-Man, to the corridors of Doom, and on to the city streets of Grand Theft Auto IV, the maze has often