TY - BOOK ID - 21913363 TI - Computer games: text, narrative and play AU - Carr, Diane AU - Buckingham, David AU - Burn, Andrew PY - 2006 SN - 9780745634012 074563401X 0745634001 PB - Cambridge Polity DB - UniCat KW - Computer games KW - Social aspects. KW - #SBIB:309H1713 KW - #SBIB:309H240 KW - #SBIB:309H241 KW - Social aspects KW - Mediatechnologie: nieuwe toepassingen (abonnee-televisie, electronic mail, desk top publishing, virtuele realiteit...) KW - Andere media (theater, plastische kunsten, strips, affiches, speelautomaten...) KW - Andere media: functies, genres, historiek KW - Pragmatics KW - Computer. Automation KW - Sociology of culture KW - Electronic games KW - Internet games KW - Television games KW - Videogames KW - Games KW - Jeux vidéo KW - Conception et construction KW - Aspect social KW - Jeux vidéo UR - https://www.unicat.be/uniCat?func=search&query=sysid:21913363 AB - Computer games are one of the most exciting and rapidly evolving media of our time. Revenues from console and computer games have now overtaken those from Hollywood movies; and online gaming is one of the fastest-growing areas of the internet. Games are no longer just kids' stuff: the majority of players are now adults, and the market is constantly broadening. The visual style of games has become increasingly sophisticated, and the complexities of game-play are ever more challenging. Meanwhile, the iconography and generic forms of games are increasingly influencing a whole range of other media, from films and television to books and toys. This book provides a systematic, comprehensive introduction to the analysis of computer and video games. It introduces key concepts and approaches drawn from literary, film and media theory in an accessible and concrete manner; and it tests their use and relevance by applying them to a small but representative selection of role-playing and action-adventure games. It combines methods of textual analysis and audience research, showing how the combination of such methods can give a more complete picture of these playable texts and the fan cultures they generate. Clearly written and engaging, it will be a key text for students in the field and for all those with an interest in taking games seriously ER -