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| 003 | IT-RoAPU | ||
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_a9780292745131 _qPDF |
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_a10.7560/791480 _2doi |
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| 035 | _a(DE-B1597)9780292745131 | ||
| 035 | _a(DE-B1597)587451 | ||
| 035 | _a(OCoLC)1286807501 | ||
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_aDE-B1597 _beng _cDE-B1597 _erda |
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_aGV1469.3 _b.M43 2002 |
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_aNON000000 _2bisacsh |
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_a794.8/0973 _221 |
| 084 | _aonline - DeGruyter | ||
| 245 | 0 | 4 |
_aThe Medium of the Video Game / _ced. by Mark J. P. Wolf. |
| 264 | 1 |
_aAustin : _bUniversity of Texas Press, _c[2013] |
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| 264 | 4 | _c2002 | |
| 300 | _a1 online resource (223 p.) | ||
| 336 |
_atext _btxt _2rdacontent |
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| 337 |
_acomputer _bc _2rdamedia |
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| 338 |
_aonline resource _bcr _2rdacarrier |
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_atext file _bPDF _2rda |
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| 505 | 0 | 0 |
_tFrontmatter -- _tContents -- _tForeword -- _tIntroduction -- _tI The Emergence of the Video Game -- _t1 The Video Game as a Medium -- _t2 Super Mario Nation -- _tII Formal Aspects of the Video Game -- _t3 Space in the Video Game -- _t4 Time in the Video Game -- _t5 Narrative in the Video Game -- _t6 Genre and the Video Game -- _tIII The Video Game in Society and Culture -- _t7 Hot Circuits: Reflections on the 1989 Video Game Exhibition of the American Museum of the Moving Image -- _t8 Play It Again, Pac-Man -- _t9 Archetypes on Acid Video Games and Culture -- _tAppendix: Resources for Video Game Research -- _tIndex -- _tAbout the Contributors |
| 506 | 0 |
_arestricted access _uhttp://purl.org/coar/access_right/c_16ec _fonline access with authorization _2star |
|
| 520 | _aOver 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. | ||
| 538 | _aMode of access: Internet via World Wide Web. | ||
| 546 | _aIn English. | ||
| 588 | 0 | _aDescription based on online resource; title from PDF title page (publisher's Web site, viewed 26. Aug 2024) | |
| 650 | 0 |
_aVideo games _zUnited States _xHistory. |
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| 650 | 0 |
_aVideo games _zUnited States. |
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| 650 | 7 |
_aNON-CLASSIFIABLE. _2bisacsh |
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| 700 | 1 |
_aBaer, Ralph H. _eautore |
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| 700 | 1 |
_aBernstein, Charles _eautore |
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| 700 | 1 |
_aKent, Steven L. _eautore |
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| 700 | 1 |
_aSlovin, Rochelle _eautore |
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| 700 | 1 |
_aTews, Rebecca R. _eautore |
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| 700 | 1 |
_aWolf, Mark J. P. _eautore _ecuratore |
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| 850 | _aIT-RoAPU | ||
| 856 | 4 | 0 | _uhttps://doi.org/10.7560/791480 |
| 856 | 4 | 0 | _uhttps://www.degruyter.com/isbn/9780292745131 |
| 856 | 4 | 2 |
_3Cover _uhttps://www.degruyter.com/document/cover/isbn/9780292745131/original |
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_c187967 _d187967 |
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