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Computer Games as a Sociocultural Phenomenon

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Cover of 'Computer Games as a Sociocultural Phenomenon'

Table of Contents

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    Book Overview
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    Chapter 1 The Aesthetic Vocabulary of Video Games
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    Chapter 2 Can Games Get Real? A Closer Look at ‘Documentary’ Digital Games
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    Chapter 3 Emotional Design of Computer Games and Fiction Films
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    Chapter 4 ‘Applied Game Theory’: Innovation, Diversity, Experimentation in Contemporary Game Design
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    Chapter 5 There and Back Again: Reuse, Signifiers and Consistency in Created Game Spaces
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    Chapter 6 Another Bricolage in the Wall: Deleuze and Teenage Alienation
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    Chapter 7 Programming Violence: Language and the Making of Interactive Media
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    Chapter 8 Impotence and Agency: Computer Games as a Post-9/11 Battlefield
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    Chapter 9 S(t)imulating War: From Early Films to Military Games
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    Chapter 10 Player in Fabula: Ethics of Interaction as Semiotic Negotiation Between Authorship and Readership
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    Chapter 11 ‘Moral Management’: Dealing with Moral Concerns to Maintain Enjoyment of Violent Video Games
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    Chapter 12 Beyond Good and Evil: The Inhuman Ethics of Redemption and Bloodlines
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    Chapter 13 Preconscious Apocalypse: The Failure of Capitalism in Computer Games
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    Chapter 14 Borders and Bodies in City of Heroes: (Re)imaging American Identity Post 9/11
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    Chapter 15 Anti-PC Games: Exploring Articulations of the Politically Incorrect in GTA San Andreas
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    Chapter 16 Strip — Shift — Impose — Recycle — Overload — Spill — Breakout — Abuse. Artists’ (Mis-)Appropriations of Shooter Games
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    Chapter 17 Presence-Play: The Hauntology of the Computer Game
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    Chapter 18 Negotiating Online Computer Games in East Asia: Manufacturing Asian MMORPGs and Marketing ‘Asianness’
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    Chapter 19 Teenage Girls ‘Play House’: The Cyber-drama of The Sims
Attention for Chapter 1: The Aesthetic Vocabulary of Video Games
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Chapter title
The Aesthetic Vocabulary of Video Games
Chapter number 1
Book title
Computer Games as a Sociocultural Phenomenon
Published by
Palgrave Macmillan, London, January 2008
DOI 10.1057/9780230583306_1
Book ISBNs
978-1-349-36093-2, 978-0-230-58330-6
Authors

Joost van Dreunen

Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 1 Mendeley reader of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 1 100%

Demographic breakdown

Readers by professional status Count As %
Other 1 100%
Readers by discipline Count As %
Psychology 1 100%