000 05350cam a2200793 a 4500
001 ocn777364386
003 OCoLC
005 20171115104658.0
006 m o d
007 cr |n|||||||||
008 120217s2012 nju ob 001 0 eng
010 _a 2012007308
020 _a9781118347577
_q(ePub)
020 _a1118347579
_q(ePub)
020 _a9781118347553
_q(Adobe PDF)
020 _a1118347552
_q(Adobe PDF)
020 _a9781118347560
_q(MobiPocket)
020 _a1118347560
_q(MobiPocket)
020 _a9781118347584
_q(electronic bk.)
020 _a1118347587
_q(electronic bk.)
020 _z9780470597187
_q(pbk.)
020 _z0470597186
_q(pbk.)
024 8 _a9786613655981
024 3 _a9781118347584
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035 _a(OCoLC)777364386
_z(OCoLC)795008560
_z(OCoLC)804860751
_z(OCoLC)808412651
_z(OCoLC)828914504
_z(OCoLC)927507908
_z(OCoLC)956622767
_z(OCoLC)956625703
_z(OCoLC)956625734
_z(OCoLC)961579125
_z(OCoLC)962693537
037 _a10.1002/9781118347584
_bWiley InterScience
_nhttp://www3.interscience.wiley.com
037 _a16F04518-2A60-48E2-A886-B3831F7FDC6A
_bOverDrive, Inc.
_nhttp://www.overdrive.com
040 _aDLC
_beng
_epn
_cDLC
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042 _apcc
049 _aMAIN
050 0 0 _aGV1469.3
072 7 _aGAM
_x013000
_2bisacsh
082 0 0 _a794.8
_223
084 _aCOM012040
_2bisacsh
245 0 0 _aGame invaders : the theory and understanding of computer games /
_cClive Fencott [and others].
_h[electronic resource]
260 _aHoboken, New Jersey :
_bIEEE Press ;
_aWiley,
_c2012.
300 _a1 online resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
490 0 _aIEEE Computer Society Publications
504 _aIncludes bibliographical references and index.
505 0 0 _gPart I.
_tWhy Do People Play Games? --
_g1.
_tYou Are the One --
_tTools to Think With --
_tGetting Started --
_g2.
_tGenre --
_tWhat Are Genres? --
_tWhat Are Genres For? --
_tGenre Maps --
_tComputer Game Genres --
_tA Theory of Computer Game Genres --
_g3.
_tActivity --
_tThe Story of Activity Groups --
_tAn Overview of Activity Profiles --
_tThree Driving Games --
_tCalculating Genres --
_tTasks --
_g4.
_tPleasure --
_tAesthetics and Computer Games --
_tSpacewar --
_tZork --
_tPac-Man --
_tComparative Aesthetics --
_tTasks --
_g5.
_tTwo Rail-Shooters --
_tStar Fox and Rez --
_tActivity Profiling and Genre Theory --
_tApplying Aesthetic Theory --
_tThe Method of Game Analysis --
_tTetsuya Mizuguchi, Rez, and Beyond --
_g6.
_tWhy Don't People Play Games --
_tWhat Do We Mean by Games? --
_tResident Evil --
_tWhy Not Ask the Players? --
_tEmotional Models of Play --
_tPlayer Types --
_tDemographic Research --
_tWhy Don't People Play Games? --
_tConclusions --
_gPart II.
_tWhat Is a Game? --
_g7.
_tJust an Ordinary Day --
_tThe Glass Vial --
_tUnrealisms --
_tPerceptual Opportunities --
_tSureties --
_tSurprises --
_tAttractors --
_tConnectors --
_tRewards --
_tGetting It All Together in SinCity --
_tPerceptual Mapping in SinCity --
_tAS-OceanFloor --
_g8.
_tBig Bad Streets --
_tDriver School --
_tSureties --
_tSurprises --
_tDriver and SinCity Comparisons --
_g9.
_tTime to Visit Yokosuka --
_tShenmue --
_tGenre and Activity Profile --
_tAesthetics --
_tShenmue POs --
_tPSAS and Cut Scenes --
_tInteractive Storytelling? --
_tAnd On With General Aesthetics --
_g10.
_tMeaning What? --
_tSemiotics and Signs --
_tPac-Man's Signs --
_tIcons, Indexes, and Symbols --
_tDenotation, Connotation, and Myth --
_tSyntagms and Paradigms --
_tCodes --
_tMaking Up Pac-Man --
_tFilling Gaps --
_g11.
_tAll Work and Play --
_tThe Work of Meaning --
_tSigns of Interaction --
_tThe Mechanics of Interaction --
_tThe Inside-Out Code --
_tWhere Is the Player? --
_g12.
_tBig Game Hunting --
_tSemiosphere --
_tThe Code of Interaction --
_tThe Myth of Interaction --
_tWhat Is a Game? --
_tHow Do You Get Out of Here? --
_tBig Game Hunting --
_tGlossary --
_tList of Games --
_tBibliography --
_tIndex.
520 _a"Introduces a practical critical method for analyzing existing games and designing future games"--
_cProvided by publisher.
588 0 _aPrint version record and CIP data provided by publisher.
650 0 _aComputer games.
650 0 _aComputer games
_xDesign.
650 0 _aVideo games.
650 0 _aVideo games
_xDesign.
650 7 _aCOMPUTERS
_xProgramming
_xGames.
_2bisacsh
650 7 _aComputer games.
_2fast
_0(OCoLC)fst00872108
650 7 _aComputer games
_xDesign.
_2fast
_0(OCoLC)fst00872112
650 7 _aVideo games.
_2fast
_0(OCoLC)fst01166421
650 7 _aVideo games
_xDesign.
_2fast
_0(OCoLC)fst01166425
650 4 _aCOMPUTERS
_xProgramming
_xGames.
655 4 _aElectronic books.
655 7 _aElectronic books.
_2local
700 1 _aFencott, P. C.
776 0 8 _iPrint version:
_tGame invaders.
_dHoboken, N.J. : Wiley, 2012
_z9780470597187
_w(DLC) 2012002566
856 4 0 _uhttp://onlinelibrary.wiley.com/book/10.1002/9781118347584
_zWiley Online Library
942 _2ddc
_cBK
999 _c205594
_d205594