Digital games are one of the most significant media interfaces of contemporary life.
Games today interweave with the social, economic, material, and political complexities of living in a digital age. But who makes games, who plays them, and what, how and where do we play?
This book explores the ways in which games and game cultures can be understood. It investigates the sites, genres, platforms, interfaces and contexts for games and gameplay, offering a crit...
Cuprins
Chapter 1: Introduction: Understanding Games and Game Cultures
Part I: Games in Context
Chapter 2: Methods in Games Studies
Chapter 3: Game Industries and Interfaces
Part II...
Despre autor
Larissa Hjorth is Professor in the Games Program at the School of Media & Communication, at RMIT University, Australia.