There are an increasing number of courses on digital games and gaming, following the rise in the popularity of games themselves. Amongst these practical courses, there are now theoretical courses appearing on gaming on media, film and cultural studies degree programmes.The aim of this book is to satisfy the need for a single accessible textbook which offers a broad introductions to the range of literatures and approaches currently contributing to digital game research.Each of the chapters will outline key theoretical perspectives, theorists and literatures to demonstrate their relevance to, and use in, the study of digital games.
PART ONE: HISTORY AND PRODUCTION A History of Digital Games - John Kirriemuir The Business of Making Digital Games - Aphra Kerr The Economics of Digital Games - Alberto Alvisi A Player-centred Approach to Digital Game Design - Jon Sykes PART TWO: THEORIES AND APPROACHES Literary Theory and Digital Games - Julian K Cklich Film Studies and Digital Games - Geoff King and Tanya Krzywinska Digital Games as New Media - Seth Giddings and Helen Kennedy Cultural Studies and Digital Games - Garry Crawford and Jason Rutter Community, Identity and Digital Games - Martin Hand and Karenza Moore PART THREE: KEY DEBATES Digital Games and Gender - Jo Bryce and Jason Rutter Digital Games and the Violence Debate - Jo Bryce and Jason Rutter Digital Games and Education - Timothy Dumbleton and John Kirriemuir
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