Ctrl-Alt-Play

Essays on Control in Video Gaming

Nonfiction, Social & Cultural Studies, Social Science, Cultural Studies, Popular Culture, Entertainment, Games
Cover of the book Ctrl-Alt-Play by , McFarland & Company, Inc., Publishers
View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart
Author: ISBN: 9781476600413
Publisher: McFarland & Company, Inc., Publishers Publication: February 7, 2013
Imprint: Language: English
Author:
ISBN: 9781476600413
Publisher: McFarland & Company, Inc., Publishers
Publication: February 7, 2013
Imprint:
Language: English

The word “control” has many implications for video games. On a basic level, without player control, there is no experience. Much of the video game industry focuses on questions of control and ways to improve play to make the gamer feel more connected to the virtual world. The sixteen essays in this collection offer critical examinations of the issue of control in video games, including different ways to theorize and define control within video gaming and how control impacts game design and game play. Close readings of specific games—including Grand Theft Auto IV, Call of Duty: Black Ops, and Dragon Age: Origins—consider how each locates elements of control in their structures. As video games increasingly become a major force in the media landscape, this important contribution to the field of game studies provides a valuable framework for understanding their growing impact.

View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart

The word “control” has many implications for video games. On a basic level, without player control, there is no experience. Much of the video game industry focuses on questions of control and ways to improve play to make the gamer feel more connected to the virtual world. The sixteen essays in this collection offer critical examinations of the issue of control in video games, including different ways to theorize and define control within video gaming and how control impacts game design and game play. Close readings of specific games—including Grand Theft Auto IV, Call of Duty: Black Ops, and Dragon Age: Origins—consider how each locates elements of control in their structures. As video games increasingly become a major force in the media landscape, this important contribution to the field of game studies provides a valuable framework for understanding their growing impact.

More books from McFarland & Company, Inc., Publishers

Cover of the book Miklos Radnoti by
Cover of the book The Body in Francophone Literature by
Cover of the book Road-Tripping the South Atlantic League by
Cover of the book Philadelphia Quakers and the Antislavery Movement by
Cover of the book American International Pictures by
Cover of the book On the Land of My Father by
Cover of the book The Fantasy Role-Playing Game by
Cover of the book Black Ball 9 by
Cover of the book Barack Obama and the Rhetoric of Hope by
Cover of the book Charlie Chan at the Movies by
Cover of the book Bootleggers and Beer Barons of the Prohibition Era by
Cover of the book Seed of South Sudan by
Cover of the book Three Knots to Nowhere by
Cover of the book Library Youth Outreach by
Cover of the book Theophilus Hunter Holmes by
We use our own "cookies" and third party cookies to improve services and to see statistical information. By using this website, you agree to our Privacy Policy