Well Played 3.0: Video Games, Value and Meaning (Drew Davidson, et al)

 
0.0 (0)
Well Played 3.0: Video Games, Value and Meaning (Drew Davidson, et al)

This book, which is a sequel to Well Played 1.0 and Well Played 2.0, is full of in-depth close readings of video games that analyze the different meanings that may be found in the experience of playing a game.

In order to explain and comprehend how the many elements of a game might come together to create a gratifying playing experience particular to this medium, contributors explore sequences in a game in detail. For the purpose of offering a diversity of viewpoints on more fantastic games, contributors look at video games once more, including some that were covered in Well Played 1.0 and 2.0 as well as new ones.

Ebook Details

Author(s)
About the Authors
Professor, producer, and participant in interactive media, Drew Davidson. He has expertise in the academic, business, and professional arenas, and he is fascinated by narratives and transformative moments in texts, comics, video games, and other media. 
Publisher
Published
Published Date / Year
(July 5, 2011)
Hardcover
334 pages
eBook Format
HTML and PDF
ISBN-10
B005AWOQV2

Similar Programming & Computer Books

Image Steganography and Steganalysis (Philip Bateman)
The art of steganography is two-way secret communication that hides both the existence and the content of a message.
Handbook of Digital Face Manipulation and Detection: From DeepFakes to Morphing Attacks (Christian Rathgeb, et al)
The first thorough compilation of research on the popular subject of digital face alteration, including DeepFakes, Face Morphing, and Reenactment, is offered in this open access book. ...
Multimedia Fingerprinting Forensics for Traitor Tracing (K. J. Ray Liu, et al)
The widespread dissemination and consumption of digital multimedia data is a result of the appeal of multimedia content.
Multimedia Forensics (Husrev Taha Sencar, et al)
The field of media forensics has never been more important to modern society. Media content not only makes up an ever-growing portion of the data that is transmitted over...
The Ecology of Games: Connecting Youth, Games, and Learning (Katie Salen)
Little has been published on an overall "ecology" of gaming, game design, and play - mapping the ways that all the various elements, from code to social practices to...
Gamer Theory (McKenzie Wark)
Have you ever had the impression that life is a game with shifting rules and no obvious winners or losers, one you are forced to play but cannot win?...
Possible Worlds in Video Games: From Classic Narrative to Meaningful Actions (Antonio Jose Planells de la Maza)
Modern video games reimagine traditional fictional settings as ludofictional worlds, which are full of characters and emotions and highly responsive to player input. In this free programming book, we...
Creating Games in C++: A Step-by-Step Guide (David Conger, et al)
Love playing video games? Ever wished you could design your own, complete with bells and whistles? It's not as difficult as you may imagine, and you don't need to...
Programming the Nintendo Game Boy Advance: The Unofficial Guide (Jonathan S. Harbour)
Now use the Gameboy Advance to create your own games rather than just playing them! Programming the Nintendo Game Boy Advance: The Unofficial Guide is the only book of...
Game Programming in Haskell (Elise Huard, et al)
Predictably, Game Programming in Haskell provides an introduction to creating games in the language.  

Others Programming Books by Drew Davidson

Cross-Media Communications: an Introduction to the Art of Creating Integrated Media Experiences (Drew Davidso)
This book serves as an introduction to cross-media communications, the mass media, and mass communications of the future.
Tabletop: Analog Game Design (Greg Costikyan, et al.)
People from a variety of backgrounds discuss tabletop games, game culture, and how games intersect with other types of entertainment including theatre and learning in this book. ...
Beyond Fun: Serious Games and Media (Drew Davidson, et al)
The ways of using games, simulations, and interactive experiences in learning situations are the main topic of this book. This project's participatory and collaborative creative process is one of...
Well Played 2.0: Video Games, Value and Meaning (Drew Davidson, et al)
This book, which builds on Well Played 1.0, is filled with in-depth analyses of video games that sift through the different meanings that can be found in the experience...
61uazwUsOyL._SX218_BO1,204,203,200_QL40_FMwebp_
This book is full of in-depth close readings of video games that parse out the various meanings to be found in the experience of playing a game. 22 contributors...

User reviews

There are no user reviews for this listing.
Ratings
Rate this Book
Comments