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Summary
Featuring contributions from leading figures in the videogames industry including the international games scholar Henry Jenkins, Simon and Andrew Oliver, directors of Blitz Games; and writer and broadcaster Aleks Krotoski; this book surveys both the theory and practice of this fast-growing, yet relatively new disciplinary area. Mapping the commercial process of videogame production from pre-production to games journalism, David Surman demystifies the language of technical production processes by offering the reader a review of key production roles, along with the skills required to fulfil them. Focusing on the distribution and reception of videogames as a cultural form, as well as offering broader perspectives on issues such as the place of games in education and domestic technology, Surman examines the critical perspectives that have emerged in the academic community.
Table of Contents
Foreword Introduction | |
Videogame Development | |
Games Design | |
The role of the videogame developer | |
Concept Development | |
Designing Play | |
Experiences | |
Iterative Design and White Box' Testing | |
Simon and Andrew Oliver Designing Videogames, a 20-Year Retrospective' | |
Programming | |
Game Engines | |
Artificial Intelligence | |
Artists | |
Character Design | |
Level Design | |
Computer Modelling and Animation | |
Publishing Producing and Marketing | |
The role of the publisher | |
The commissioning process | |
Supervising the production | |
Quality assurance and play testing | |
Games marketing and strategies | |
Ernest Adams Developing Videogames, a 10-year Prediction' | |
Players/Creators | |
The modification of existing videogames modding | |
Machinima and the cinematic potential of videogames | |
Fan criticism and games development | |
Customisation and play | |
Videogame Cultures | |
Videogames Journalism | |
The Editor | |
The Art Editor | |
The Games Editor | |
Staff Writers | |
Games Journalism and New Media | |
Blogging and Online Journalism | |
Margaret Robertson The Videogame Journalist' | |
Videogame Culture | |
Players as consumers | |
The place of gameplay in everyday life | |
Videogames and education | |
Technology and cultural form | |
Videogame censorship | |
(New) media effects | |
Player cultures and fan authors | |
Aleks Krotoski Gender and Games' | |
Videogame Studies | |
Game Studies Fundamentals | |
What is a game? What is a videogame? | |
The limits of representation | |
Understanding play | |
Videogame aesthetics | |
Simulation and the virtual | |
Interactive media | |
James Newman Interactivity?' | |
Technology and determinism | |
Avatars and videogame identification | |
Gameworlds | |
New media convergence | |
Tanya Krzywinska Videogames, and Other Media' | |
Conclusion Glossary of terms | |
Bibliography | |
Ludography (referenced videogames? | |
Index | |
Table of Contents provided by Publisher. All Rights Reserved. |
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