Häftad · Engelska · 249 sidor · 2006
- Format
- Häftad
- Språk
- Engelska
- Omfång
- 249 sidor
- Förlag
- SAGE
- Utgiven
- 2006
There are an increasing number of courses on digital games and gaming, following the rise in the popularity of games themselves. Amongst these practical courses, there are now theoretical courses appearing on gaming on media, film and cultural studies degree programmes. The aim of this book is to satisfy the need for a single accessible textbook which offers a broad introductions to the range of literatures and approaches currently contributing to digital game research. Each of the chapters will outline key theoretical perspectives, theorists and literatures to demonstrate their relevance to, and use in, the study of digital games.
There are an increasing number of courses on digital games and gaming, following the rise in the popularity of games themselves. Amongst these practical courses, there are now theoretical courses appearing on gaming on media, film and cultural studies degree programmes. The aim of this book is to satisfy the need for a single accessible textbook which offers a broad introductions to the range of literatures and approaches currently contributing to digital game research. Each of the chapters will outline key theoretical perspectives, theorists and literatures to demonstrate their relevance to, and use in, the study of digital games.
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- Betalning
- Kort · Swish · Faktura 30 dagar · Delbetalning · Direktbank
- Öppet köp
- 30 dagars öppet köp
- Omdöme
- 3.8 av 5 på Trustpilot (10 195 omdömen)
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Om boken
There are an increasing number of courses on digital games and gaming, following the rise in the popularity of games themselves. Amongst these practical courses, there are now theoretical courses appearing on gaming on media, film and cultural studies degree programmes. The aim of this book is to satisfy the need for a single accessible textbook which offers a broad introductions to the range of literatures and approaches currently contributing to digital game research. Each of the chapters will outline key theoretical perspectives, theorists and literatures to demonstrate their relevance to, and use in, the study of digital games.
There are an increasing number of courses on digital games and gaming, following the rise in the popularity of games themselves. Amongst these practical courses, there are now theoretical courses appearing on gaming on media, film and cultural studies degree programmes. The aim of this book is to satisfy the need for a single accessible textbook which offers a broad introductions to the range of literatures and approaches currently contributing to digital game research. Each of the chapters will outline key theoretical perspectives, theorists and literatures to demonstrate their relevance to, and use in, the study of digital games.
Bokfakta
Författare
SAGE Publications Inc
Förlag
SAGE
Utgivningsår
2006
Format
Häftad
Sidantal
249
Språk
Engelska
Dewey
794.8
ISBN
9781412900348
Kategorier
Medverkande
Redaktör
Jason Rutter, Jo Bryce
