Understanding Video Games: The Essential Introductionby Egenfeldt-Nielsen; Simon
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Table of Contents
|List of Illustrations||p. vii|
|About the Reader|
|Structure of the Book|
|The Larger Questions|
|Studying Video Games||p. 7|
|Who Studies Video Games?|
|How do you Study Video Games?|
|Types of Analysis|
|Schools of Thought?|
|The Game Industry||p. 15|
|The Size of the Game Industry|
|The Structure of the Game Industry|
|The Development Process|
|Roles in Game Development|
|What is a Game?||p. 27|
|General Models for Understanding Games|
|The Issue of Genre|
|A Brief Pre-history of Video Games|
|Does History Matter?|
|A History of Video Games|
|The 2010s and Beyond|
|Video Game Aesthetics||p. 117|
|Geography and Representation|
|Number of Players|
|Games without Boundaries|
|Video Games in Culture||p. 157|
|The Cultural Position of Video Games|
|Reception-The Player's Experience of a Story|
|A Brief History of Literary Theory and Video Games|
|Serious Games-When Entertainment is Not Enough||p. 229|
|Traditional Games for Serious Purposes|
|Categorizing Educational Computer Games|
|The Rationale Behind Edutainment|
|The Instructional Approach to Edutainment|
|The Modern Approach to the Educational Use of Computer Games|
|The Educational Effectiveness of Video Games|
|Political Games and Newsgames|
|Gamification-Plug'n'Play Games for Real?|
|Video Games and Risks||p. 255|
|Two Research Perspectives|
|The Active Media Perspective|
|The Active User Perspective|
|Video Game Timeline||p. 281|
|Games Cited||p. 289|
|Table of Contents provided by Ingram. All Rights Reserved.|
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