The first in the field to focus on the key aspects of videogames themselves as a distinctive medium, this is a rich and original read for gamers as well as students and researchers of popular culture internationally, which reviews the passionate gamer/game relationship viz all types of games from Doom to EverQuest. Videogames now rival Hollywood cinema in popularity and profits and there are huge followings for titles such as Tomb Raider or The Sims. Exactly what games offer, however, as a distinct form of entertainment, has received scant attention. This book is a valuable contribution to this new field. Its main focus is on key formal aspects of games and the experiences and pleasures offered by the activities they require of the player. A wide range of games are considered, from first-person shooters to third-person action-adventures, strategy, sports-related and role-playing games. Issues examined in detail include the characteristics of gameplay and its relationship with narrative, genre, virtual landscapes, realism, spectacle and sensation. Lively and accessible in style, this book is written for both an academic readership and the wider audience of gamers and those interested in popular cultureFirst-person interfaces create the impression that the player can look right, left, up and down within an on-screen world ... adopted in first-person shooters since being introduced in one of the first three-dimensional games, Wolfenstein 3D. ... use of the mouse-wheel controller: a continuous camera movement that creates a strange impression of moving into or out-of body. ... A simple press of a console button in Morrowind played on the Xbox creates a similarly striking sense of jumpinganbsp;...
|Title||:||Tomb Raiders and Space Invaders|
|Author||:||Geoff King, Tanya Krzywinska|
|Publisher||:||I.B.Tauris - 2006|