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OverviewIn the few decades since they first blipped their way onto television screens, videogames have become one of the most culturally, socially and economically significant media forms. Newman’s volume considers how we might approach videogames as media texts to be read, experiences to be played and played with, systems and simulations to be decoded and interrogated, and performances to be captured, codified and preserved. The updated second edition examines the emergence of new platforms as well as changing patterns of production and consumption in its analysis of Wii, Xbox 360, PS3 and mobile gaming. The new final chapter explores recent developments in games scholarship with particular focus falling on the study of gameplay as socially situated, ‘lived experience’, and on strategies for game history, heritage and preservation. In drawing attention to the fragility and ephemerality of hardware, software and gameplay, this new edition encourages readers and players not only to consider how games might be studied but also what can, will and should be left behind for the next generation of games researchers. Full Product DetailsAuthor: James Newman (Bath Spa University, UK)Publisher: Taylor & Francis Ltd Imprint: Routledge Edition: 2nd edition Dimensions: Width: 15.60cm , Height: 1.30cm , Length: 23.40cm Weight: 0.310kg ISBN: 9780415669160ISBN 10: 0415669162 Pages: 192 Publication Date: 16 November 2012 Audience: College/higher education , Undergraduate Format: Paperback Publisher's Status: Active Availability: In Print ![]() This item will be ordered in for you from one of our suppliers. Upon receipt, we will promptly dispatch it out to you. For in store availability, please contact us. Table of ContentsReviews'A wealth of well-written, scholarly but accessible perspectives on industry practice and commerical imperatives ... Newman can do this only because he is a serious games scholar.' - Media Educaiton Association 'A wealth of well-written, scholarly but accessible perspectives on industry practice and commerical imperatives ... Newman can do this only because he is a serious games scholar.' – Media Educaiton Association 'A wealth of well-written, scholarly but accessible perspectives on industry practice and commerical imperatives ... Newman can do this only because he is a serious games scholar.' - Media Educaiton Association 'A wealth of well-written, scholarly but accessible perspectives on industry practice and commerical imperatives ... Newman can do this only because he is a serious games scholar.' - Media Educaiton Association 'A wealth of well-written, scholarly but accessible perspectives on industry practice and commerical imperatives ... Newman can do this only because he is a serious games scholar.' - Media Educaiton Association Author InformationJames Newman is Professor of Digital Media and Director of the Media Futures Research Centre at Bath Spa University. He is the author of numerous books on videogames and gaming cultures including Playing with Videogames (2008) and Best Before: Videogames, Supersession and Obsolescence (2012). James is a co-founder of the UK’s National Videogame Archive which is a partnership with the National Media Museum. He sits on the board of the Computer Games special collection of the British Library’s UK Web Archive and is a member of the GameCity international videogames festival team. Tab Content 6Author Website:Countries AvailableAll regions |