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The Medium of the Video Game / ed. by Mark J. P. Wolf.

Contributor(s): Material type: TextTextPublisher: Austin : University of Texas Press, [2013]Copyright date: 2002Description: 1 online resource (223 p.)Content type:
Media type:
Carrier type:
ISBN:
  • 9780292745131
Subject(s): DDC classification:
  • 794.8/0973 21
LOC classification:
  • GV1469.3 .M43 2002
Other classification:
  • online - DeGruyter
Online resources:
Contents:
Frontmatter -- Contents -- Foreword -- Introduction -- I The Emergence of the Video Game -- 1 The Video Game as a Medium -- 2 Super Mario Nation -- II Formal Aspects of the Video Game -- 3 Space in the Video Game -- 4 Time in the Video Game -- 5 Narrative in the Video Game -- 6 Genre and the Video Game -- III The Video Game in Society and Culture -- 7 Hot Circuits: Reflections on the 1989 Video Game Exhibition of the American Museum of the Moving Image -- 8 Play It Again, Pac-Man -- 9 Archetypes on Acid Video Games and Culture -- Appendix: Resources for Video Game Research -- Index -- About the Contributors
Summary: 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. P. Wolf and four other scholars conduct the first thorough investigation of the video game as an artistic medium. The book begins with an attempt to define what is meant by the term "video game" and the variety of modes of production within the medium. It moves on to a brief history of the video game, then applies the tools of film studies to look at the medium in terms of the formal aspects of space, time, narrative, and genre. The book also considers the video game as a cultural entity, object of museum curation, and repository of psychological archetypes. It closes with a list of video game research resources for further study.
Holdings
Item type Current library Call number URL Status Notes Barcode
eBook eBook Biblioteca "Angelicum" Pont. Univ. S.Tommaso d'Aquino Nuvola online online - DeGruyter (Browse shelf(Opens below)) Online access Not for loan (Accesso limitato) Accesso per gli utenti autorizzati / Access for authorized users (dgr)9780292745131

Frontmatter -- Contents -- Foreword -- Introduction -- I The Emergence of the Video Game -- 1 The Video Game as a Medium -- 2 Super Mario Nation -- II Formal Aspects of the Video Game -- 3 Space in the Video Game -- 4 Time in the Video Game -- 5 Narrative in the Video Game -- 6 Genre and the Video Game -- III The Video Game in Society and Culture -- 7 Hot Circuits: Reflections on the 1989 Video Game Exhibition of the American Museum of the Moving Image -- 8 Play It Again, Pac-Man -- 9 Archetypes on Acid Video Games and Culture -- Appendix: Resources for Video Game Research -- Index -- About the Contributors

restricted access online access with authorization star

http://purl.org/coar/access_right/c_16ec

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. P. Wolf and four other scholars conduct the first thorough investigation of the video game as an artistic medium. The book begins with an attempt to define what is meant by the term "video game" and the variety of modes of production within the medium. It moves on to a brief history of the video game, then applies the tools of film studies to look at the medium in terms of the formal aspects of space, time, narrative, and genre. The book also considers the video game as a cultural entity, object of museum curation, and repository of psychological archetypes. It closes with a list of video game research resources for further study.

Mode of access: Internet via World Wide Web.

In English.

Description based on online resource; title from PDF title page (publisher's Web site, viewed 26. Aug 2024)