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More Than a Game Computer Games as Fictional Form Barry Atkins HC
US $60.00
ApproximatelyS$ 76.82
Condition:
“Manchester University Press, Manchester, 2003. Hardcover. A Very Good, blue binding with gilt ”... Read moreabout condition
Very Good
A book that has been read but is in excellent condition. No obvious damage to the cover, with the dust jacket included for hard covers. No missing or damaged pages, no creases or tears, and no underlining/highlighting of text or writing in the margins. May be very minimal identifying marks on the inside cover. Very minimal wear and tear.
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Shipping:
US $5.00 (approx S$ 6.40) USPS Media MailTM.
Located in: Foster, Rhode Island, United States
Delivery:
Estimated between Thu, 17 Jul and Tue, 22 Jul to 94104
Returns:
30 days return. Buyer pays for return shipping. If you use an eBay shipping label, it will be deducted from your refund amount.
Coverage:
Read item description or contact seller for details. See all detailsSee all details on coverage
(Not eligible for eBay purchase protection programmes)
Seller assumes all responsibility for this listing.
eBay item number:185823908831
Item specifics
- Condition
- Very Good
- Seller Notes
- ISBN
- 9780719063640
About this product
Product Identifiers
Publisher
Manchester University Press
ISBN-10
0719063647
ISBN-13
9780719063640
eBay Product ID (ePID)
5951519
Product Key Features
Number of Pages
176 Pages
Publication Name
More than a Game : the Computer Game As Fictional Form
Language
English
Publication Year
2003
Subject
Social Aspects / General, American / General, Video & Electronic, Modern / General
Type
Textbook
Subject Area
Literary Criticism, Computers, Games & Activities
Format
Hardcover
Dimensions
Item Weight
9.6 Oz
Item Length
7.8 in
Item Width
5.1 in
Additional Product Features
Intended Audience
Scholarly & Professional
LCCN
2004-270446
Illustrated
Yes
Synopsis
Whether you love them or loathe them, look back with wistful nostalgia to the days of Pong and Space Invaders, or regard the whole phenomenon with blank incomprehension, there is no doubt that computer and video games now occupy a significant place in contemporary popular culture. The economics alone are staggering, with unit sales counted in the millions. The frequency of assertions in the popular press about the dangerous influence of their violent subject matter and immersive potential imply a startling level of influence. To disregard the computer game is to refuse to engage fully with contemporary popular culture. they tell and the manner of their telling. Taking its cue from practices of reading texts in literary and cultural studies, it considers the computer game as an emerging mode of contemporary storytelling in a fashion that is accessible and readable, recognizing the excitement and pleasure that has made the computer game such a massive global phenomenon. of the most significant games of the last decade: Tomb Raider, Half-Life, Close Combat and SimCity. This is a work for both the student of contemporary culture and those game-players who are interested in how computer games tell their stories., The first academic work dedicated to the study of computer games in terms of the stories they tell and the manner of their telling. Applies practices of reading texts from literary and cultural studies to consider the computer game as an emerging mode of contemporary storytelling in an accessible, readable manner. Contains detailed discussion of narrative and realism in four of the most significant games of the last decade: 'Tomb Raider', 'Half-Life', 'Close Combat' and 'Sim City'. Recognises the excitement and pleasure that has made the computer game such a massive global phenomenon.
LC Classification Number
GV1469.17.S63
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