
Games without Frontiers
Methods for Game Studies and Design
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Games without Frontiers is a cornerstone inmulti-disciplinary game studies, drawing from studyof art, psychology, systems theory, aesthetics, andcommunication studies. The author introduces a set ofconcepts, categorizations, and analysis methods forstudy and design of games. The book also offers acomprehensive perspective to psychological nature ofplay with discussions on goals, human abilities, andemotions. Games without Frontiers covers games of allkinds: it is based on an empirical sample of over 100games, which includes computer and video games, boardgames, card games, and television game ...
Games without Frontiers is a cornerstone in
multi-disciplinary game studies, drawing from study
of art, psychology, systems theory, aesthetics, and
communication studies. The author introduces a set of
concepts, categorizations, and analysis methods for
study and design of games. The book also offers a
comprehensive perspective to psychological nature of
play with discussions on goals, human abilities, and
emotions. Games without Frontiers covers games of all
kinds: it is based on an empirical sample of over 100
games, which includes computer and video games, board
games, card games, and television game shows.
Games without Frontiers is essential reading for
game scholars, teachers, and students interested in
analyzing games from psychological, aesthetic, and
design perspectives.
-- "Remarkable and ambitious piece of work. -
Professor James Paul Gee, University of Wisconsin,
Author of What Video Games Have to Teach Us About
Learning and Literacy --
"Hugely ambitious work, which puts a stake in
the ground for game studies." - Jesper Juul, Ph.D.,
Singapore-MIT Gambit Game Lab, Author of Half-Real:
Video Games between Real Rules and Fictional Worlds.
multi-disciplinary game studies, drawing from study
of art, psychology, systems theory, aesthetics, and
communication studies. The author introduces a set of
concepts, categorizations, and analysis methods for
study and design of games. The book also offers a
comprehensive perspective to psychological nature of
play with discussions on goals, human abilities, and
emotions. Games without Frontiers covers games of all
kinds: it is based on an empirical sample of over 100
games, which includes computer and video games, board
games, card games, and television game shows.
Games without Frontiers is essential reading for
game scholars, teachers, and students interested in
analyzing games from psychological, aesthetic, and
design perspectives.
-- "Remarkable and ambitious piece of work. -
Professor James Paul Gee, University of Wisconsin,
Author of What Video Games Have to Teach Us About
Learning and Literacy --
"Hugely ambitious work, which puts a stake in
the ground for game studies." - Jesper Juul, Ph.D.,
Singapore-MIT Gambit Game Lab, Author of Half-Real:
Video Games between Real Rules and Fictional Worlds.