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001 9781003355779
003 FlBoTFG
005 20251030122239.0
006 m o d
007 cr |||||||||||
008 231204s2024 nyu ob 001 0 eng
040 _aOCoLC-P
_beng
_erda
_cOCoLC-P
020 _a9781003355779
_q(ebook)
020 _a1003355773
020 _a9781040033715
_q(electronic bk. : PDF)
020 _a1040033717
_q(electronic bk. : PDF)
020 _a9781040033814
_q(electronic bk. : EPUB)
020 _a1040033814
_q(electronic bk. : EPUB)
020 _z9781032318349
_q(paperback)
020 _z9781032410074
_q(hardback)
024 7 _a10.4324/9781003355779
_2doi
035 _a(OCoLC)1411840633
035 _a(OCoLC-P)1411840633
050 0 0 _aGV1469.15
072 7 _aSOC
_x052000
_2bisacsh
072 7 _aJFD
_2bicssc
100 1 _aFernández-Vara, Clara,
_eauthor.
_993898
245 1 0 _aIntroduction to game analysis /
_cClara Fernández-Vara.
250 _aThird edition.
264 1 _aNew York, NY :
_bRoutledge,
_c2024.
300 _a1 online resource
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
520 _a"This accessible, third edition textbook gives students the tools they need to analyze game using strategies borrowed from textual analysis. As game studies has become an established academic field, writing about games needs the language and methods that allow authors to reflect the complexity of a game and how it is played in a culture context. This volume provides readers with an overview of the basic building blocks of game analysis - examination of context, content and distinctive features, and formal qualities - as well as the vocabulary necessary to talk about the distinguishing characteristics of a game. Examples are drawn from a range of games, non-digital and digital, and across history - from Pong to Fortnite - and the book includes a variety of examples, sample analysis, as well as a wealth of additional sources to continue exploring the field of game studies. This third edition revision brings the book firmly up-to-date, pulling in new examples and sources, and incorporating current key topics in this dynamic field, such as artificial intelligence and game streaming. Introduction to Game Analysis remains an essential practical tool for students who want to become fluent writers and informed critics of games, as well as digital media in general"--
_cProvided by publisher.
588 _aOCLC-licensed vendor bibliographic record.
650 0 _aVideo games
_xDesign.
650 0 _aVideo games
_xPsychological aspects.
_958037
650 0 _aVideo games
_xSocial aspects.
_958870
650 7 _aSOCIAL SCIENCE / Media Studies
_2bisacsh
758 _ihas work:
_aIntroduction to game analysis (Text)
_1https://id.oclc.org/worldcat/entity/E39PCFTY3pFQbtGcWXKfG43rYP
_4https://id.oclc.org/worldcat/ontology/hasWork
856 4 0 _3Taylor & Francis
_uhttps://www.taylorfrancis.com/books/9781003355779
856 4 2 _3OCLC metadata license agreement
_uhttp://www.oclc.org/content/dam/oclc/forms/terms/vbrl-201703.pdf
942 _cE-Books
999 _c67660
_d67660