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OverviewWhether 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. This text is dedicated to the study of computer games in terms of the stories 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.Barry Atkins discusses in detail questions of narrative and realism in four 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. Full Product DetailsAuthor: Barry Atkins , Bethan HirstPublisher: Manchester University Press Imprint: Manchester University Press Dimensions: Width: 12.90cm , Height: 1.40cm , Length: 19.80cm Weight: 0.195kg ISBN: 9780719063657ISBN 10: 0719063655 Pages: 176 Publication Date: 08 May 2003 Audience: General/trade , College/higher education , Professional and scholarly , General , Tertiary & Higher Education Format: Paperback Publisher's Status: Active Availability: Manufactured on demand ![]() We will order this item for you from a manufactured on demand supplier. Table of Contents1. The computer game as fictional form i) The postmodern temptation ii) Reading game-fictions 2. Fantastically real: reading Tomb Raider i) Lara Crost: Action hero ii) Tomb Raider as quest narrative iii) Beating the system 3. Gritty realism: reading Half-Life i) Welcome to Black Mesa ii) I am a camera 4. Replaying history: reading Close Combat i) History in real-time ii) Counterfactual gameplay 5. Managing the real: reading SimCity i) The many worlds of SimCity ii) SimCity limits 6. More than a game? i) Realism is dead, long live realism ii) The shape of things to come iii) The computer game as fictional form revisited Glossary of specific game terms Bibliography -- .ReviewsAuthor InformationBarry Atkins is Lecturer in English and Senior Learning and Teaching Fellow at Manchester Metropolitan University Tab Content 6Author Website:Countries AvailableAll regions |