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020 _a9780292745131
_qPDF
024 7 _a10.7560/791480
_2doi
035 _a(DE-B1597)9780292745131
035 _a(DE-B1597)587451
035 _a(OCoLC)1286807501
040 _aDE-B1597
_beng
_cDE-B1597
_erda
050 4 _aGV1469.3
_b.M43 2002
072 7 _aNON000000
_2bisacsh
082 0 4 _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]
264 4 _c2002
300 _a1 online resource (223 p.)
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
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.
650 0 _aVideo games
_zUnited States.
650 7 _aNON-CLASSIFIABLE.
_2bisacsh
700 1 _aBaer, Ralph H.
_eautore
700 1 _aBernstein, Charles
_eautore
700 1 _aKent, Steven L.
_eautore
700 1 _aSlovin, Rochelle
_eautore
700 1 _aTews, Rebecca R.
_eautore
700 1 _aWolf, Mark J. P.
_eautore
_ecuratore
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
942 _cEB
999 _c187967
_d187967