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The Video Game Theory Reader 2

The Video Game Theory Reader 2 [Kindle Edition]

Mark J. P. Wolf , Bernard Perron , Mark J.P. Wolf

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Product Description

Product Description

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. While the first volume had a strong focus on early video games, this volume also addresses more contemporary issues such as convergence and MMORPGs. The volume concludes with an appendix of nearly 40 ideas and concepts from a variety of theories and disciplines that have been usefully and insightfully applied to the study of video games.

About the Author

Mark J. P. Wolf is an Associate Professor in the Communication Department at Concordia University Wisconsin. His books include Abstracting Reality: Art, Communication, and Cognition in the Digital Age (2000), The Medium of the Video Game (2001), Virtual Morality: Morals, Ethics, and New Media (2003), The Video Game Theory Reader (2003), The World of the D’ni: Myst and Riven (2006), The Video Game Explosion: A History from PONG to PlayStation and Beyond (2007), and J. R. R. Tolkien: Of Words and Worlds (forthcoming, 2009).

Bernard Perron is an Associate Professor of Cinema at the University of Montreal. He has co-edited The Video Game Theory Reader (2003), written Silent Hill: il motore del terrore (2006), an analysis of the Silent Hill videogame series, and is editing Gaming After Dark: Essays on Horror Video Games (forthcoming, 2009).

Product details

  • Format: Kindle Edition
  • File Size: 2892 KB
  • Print Length: 456 pages
  • Simultaneous Device Usage: Up to 4 simultaneous devices, per publisher limits
  • Publisher: Routledge; 1 edition (19 Nov 2008)
  • Sold by: Amazon Media EU S.à r.l.
  • Language: English
  • ASIN: B001OFK1ZY
  • Text-to-Speech: Enabled
  • X-Ray:
  • Word Wise: Not Enabled
  • Amazon Bestsellers Rank: #659,239 Paid in Kindle Store (See Top 100 Paid in Kindle Store)
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Most Helpful Customer Reviews on (beta) 3.5 out of 5 stars  2 reviews
1 of 1 people found the following review helpful
2.0 out of 5 stars Mostly a technical drag 3 July 2013
By D. Ante - Published on
Before I start, I should be fair and say I work with video game studies in an English department, so I am biased towards textual/narrative analyses and the social/ideological implications of games.

To begin, the term "video game theory" already seems misleading. Many of the earlier essays in this collection are dedicated to expanding "game theory" by using video games as examples. While often interesting, I felt that, for the most part, these essays were beating around the bush and had very simplistic theses that were saturated with technical-jargon. This gets to the heart of one of my major problems with this Reader: most of what's going on in it isn't incredibly new or exciting, but just a rehashing of old theories. I was hoping, really, for a more multidisciplinary approach, something that is only gestured to at the end. (And even that chapter, Chapter 16, represents another flaw of this collection: it talks about interdiscplinary work in game studies by summarizing individual projects. Sometimes, more than theory, this collection seems to be a how to guide to receiving funding from universities and the EU, information which is probably not that useful to most readers.)

I felt like for the first five essays I was just reading different interpretations of Huizinga's magic circle. Really, the Reader represents a problem with early video game theory and studies: falling in a hole and not being sure how to get out. While there were, as I have said, interesting things going on in terms of theory, the Reader was inevitably too repetitive and narrow.

Also, the term "theory," though applicable to a lot of this collection, isn't a useful term for some of the essays. A few (especially the one on the Z-axis) were just a historical look at one part of video gaming design. Again, a topic which deserves to be written about, but not really in a "theory" book that already beats graphic design to death. So, because of it's limited scope and, really, lack of vision, I have to give two stars.
0 of 4 people found the following review helpful
5.0 out of 5 stars Review 28 July 2010
By Mnr Srm Otto - Published on
Format:Paperback|Verified Purchase
I am currently busy with my MA degree in Drama and Film and this book is critical to my studies. It didn't take long to get here and now I'm able to further elaborate on certain points I've made in my thesis. Thanks for the great service!!
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