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Image of Wordplay and the discourse of video games: analyzing words, design, and play
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Wordplay and the discourse of video games: analyzing words, design, and play

Paul, Christopher A. - Personal Name;

In this timely new book, Christopher Paul analyzes how the words we use to talk about video games and the structures that are produced within games shape a particular way of gaming by focusing on how games create meaning, lead to identification and division, persuade, and circulate ideas. Paul examines the broader social discourse about gaming, including: the way players are socialized into games; the impact of the lingering association of video games as kid's toys; the dynamics within specific games (including Grand Theft Auto and EA Sports Games); and the ways in which players participate in shaping the discourse of games, demonstrated through examples like the reward system of World of Warcraft and the development of theorycraft. Overall, this book illustrates how video games are shaped by words, design and play; all of which are negotiated, ongoing practices among the designers, players, and society that construct the discourse of video games."-- Read more...
Content: Introduction : The new rhetoric of video games --
1. Socializing gamers --
2. Video games as 'kid's' toys --
3. Talking game design --
4. Consoles read rhetorically --
5. GTA, humor, and protagonists --
6. EA Sports and planned obsolescence --
7. Rearticulating rewards in WoW --
8. Theorycraft and optimization --
9. Balance and meritocracies --
10. Words, design, and play.
Abstract: "In this timely new book, Christopher Paul analyzes how the words we use to talk about video games and the structures that are produced within games shape a particular way of gaming by focusing on how games create meaning, lead to identification and division, persuade, and circulate ideas. Paul examines the broader social discourse about gaming, including: the way players are socialized into games; the impact of the lingering association of video games as kid's toys; the dynamics within specific games (including Grand Theft Auto and EA Sports Games); and the ways in which players participate in shaping the discourse of games, demonstrated through examples like the reward system of World of Warcraft and the development of theorycraft. Overall, this book illustrates how video games are shaped by words, design and play; all of which are negotiated, ongoing practices among the designers, players, and society that construct the discourse of video games.


Availability
#
Ilmu Komunikasi (Database) [KOM-LIB-206]
[KOM-LIB-206]
Available
Detail Information
Series Title
Routledge studies in new media and cyberculture
Call Number
[KOM-LIB-206]
Publisher
nyu : Routledge., 2012
Collation
x, 220 p. ; 24 cm.
Language
English
ISBN/ISSN
9780415893060
Classification
794.8
Content Type
-
Media Type
-
Carrier Type
-
Edition
-
Subject(s)
SOCIAL SCIENCE / Media Studies
Video games
GAMES / Video & Electronic
SOCIAL SCIENCE / Popular Culture
Vocabulary
Visual literacy
Specific Detail Info
-
Statement of Responsibility
-
Other version/related

No other version available

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  • Wordplay and the discourse of video games: analyzing words, design, and play
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