Showing results for "mark jp wolf"
Showing 1 - 9 of 9 Results
Adult content is visible.
Before the Crash
Early Video Game History
2012
EN
Contributors examine the early days of video game history before the industry crash of 1983 that ended the medium's golden age.Following the first appearance of arcade video games in 1971 and home video game systems in 1972, the commercial video game market was exuberant with fast-paced innovation and profit. New games, gaming systems, and technologies flooded into the market until around 1983, when sales of home game systems dropped, thousands of arcades closed, a...
Encyclopedia of Video Games
The Culture, Technology, and Art of Gaming [3 volumes]
2021
EN
Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry.This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it not...
World-Builders on World-Building
An Exploration of Subcreation
2020
EN
With contributions from a distinguished group of world-builders, including academics, writers, and designers, this anthology of essays describes the process and discusses the nature of subcreation and the construction of worlds.From Oz to MUD, Walden to Rockall, all the worlds featured in this volume share one thing in common: they began in someone’s imagination, grew from there, and became worlds built with the assistance of multiple authors and a variety of different ide...
2024
EN
This is a magisterial work of rivalry and romance, loyalty and treachery, friendship and malice, quiet heroism and subhuman vileness. Wolf weaves a luminous tapestry, intimating without reproducing themes of Homer's Odyssey, Marlowe's Dr. Faustus and Tolkien's The Lord of the Rings. The trials and transformation of common dwarves into hardened heroes, the corrupting lust for power, and the astonishing triumph of enduring goodness over the forces of darkness give this work the gravitas of a...
2008
EN
The Video Game Theory Reader 2 picks up where the first Video Game Theory Reader (Routledge, 2003) left off, with a group of leading scholars turning their attention to next-generation platforms-the Nintendo Wii, the PlayStation 3, the Xbox 360-and to new issues in the rapidly expanding field of video games studies. The contributors are some of the most renowned scholars working on video games today including Henry Jenkins, Jesper Juul, Eric Zimmerman, and Mia Consalvo. W...
2023
EN
Accessible
A definitive guide to contemporary video game studies, this second edition has been fully revised and updated to address the ongoing theoretical and methodological development of game studies.Expertly compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, the Companion includes comprehensive and interdisciplinary models and approaches for analyzing video games, new perspectives on video games both as an art form and cultural phenomenon, explorations...
- Series -
- Routledge Key Guides
2022
EN
Accessible
This volume examines fifty of the most important video games that have contributed significantly to the history, development, or culture of the medium, providing an overview of video games from their beginning to the present day.This volume covers a variety of historical periods and platforms, genres, commercial impact, artistic choices, contexts of play, typical and atypical representations, uses of games for specific purposes, uses of materials or techniques, specific subcultures...
Encyclopedia of Video Games
The Culture, Technology, and Art of Gaming [2 volumes]
2012
EN
This encyclopedia collects and organizes theoretical and historical content on the topic of video games, covering the people, systems, technologies, and theoretical concepts as well as the games themselves.This two-volume encyclopedia addresses the key people, companies, regions, games, systems, institutions, technologies, and theoretical concepts in the world of video games, serving as a unique resource for students. The work comprises over 300 entries from 97 con...
2010
EN
Over a mere three decades, the video game became the entertainment medium of choice for millions of people, who now spend more time in the interactive virtual world of games than they do in watching movies or even television. The release of new games or game-playing equipment, such as the PlayStation 2, generates great excitement and even buying frenzies. Yet, until now, this giant on the popular culture landscape has received little in-depth study or analysis.In this book, Mark J....
People who read this also enjoyed
Natural-Born Cyborgs
Minds, Technologies, and the Future of Human Intelligence
2003
EN
From Robocop to the Terminator to Eve 8, no image better captures our deepest fears about technology than the cyborg, the person who is both flesh and metal, brain and electronics. But philosopher and cognitive scientist Andy Clark sees it differently. Cyborgs, he writes, are not something to be feared--we already are cyborgs. In Natural-Born Cyborgs, Clark argues that what makes humans so different from other species is our capacity to fully incorporate tools and supporting cultu...
Every Game is an Island
Endings and Extremities in Video Games
2017
EN
Despite the pervasive rhetorics of immersion and embodiment found in industrial and social discourses, playing a video game is an exercise in non-linearity. The pervasiveness of trial and error mechanics, unforgiving game over screens, loading times, minute tweakings of options and settings, should lead us to consider video games as a medium that cannot eschew fragmentation. Every Game is an Island is an analysis and a critique of grey areas, dead ends and extremities found in dig...
Coming of Age in Second Life
An Anthropologist Explores the Virtually Human
2015
EN
Millions of people around the world today spend portions of their lives in online virtual worlds. Second Life is one of the largest of these virtual worlds. The residents of Second Life create communities, buy property and build homes, go to concerts, meet in bars, attend weddings and religious services, buy and sell virtual goods and services, find friendship, fall in love--the possibilities are endless, and all encountered through a computer screen. At the time of its initial publication...











