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Understanding games and game cultures / Ingrid Richardson, Larissa Hjorth & Hugh Davies.

By: Contributor(s): Publisher: Copyright date: © 2021Description: ix, 234 pages : illustrations ; 25 cmContent type:
  • text
  • still image
Media type:
  • unmediated
Carrier type:
  • volume
ISBN:
  • 9781526498014
  • 1526498014
  • 9781526498007
  • 1526498006
Other title:
  • Games and game cultures
Subject(s): Additional physical formats: Ebook version :: No titleDDC classification:
  • 794.8 23 R521
LOC classification:
  • GV1469.17.S63 R53 2021
Summary: "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 critical overview of the breadth of contemporary game studies. It is an essential companion for students looking to understand games and games cultures in our increasingly playful and 'gamified' digital society."-- Provided by publisher
Item type: كتاب
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كتاب كتاب Central Library المكتبة المركزية 794.8 R521 (Browse shelf(Opens below)) Available قاعة الكتب

Includes bibliographical references (pages [203]-225) and index.

"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 critical overview of the breadth of contemporary game studies. It is an essential companion for students looking to understand games and games cultures in our increasingly playful and 'gamified' digital society."-- Provided by publisher