Buch, Englisch, 220 Seiten, Format (B × H): 156 mm x 234 mm, Gewicht: 345 g
Buch, Englisch, 220 Seiten, Format (B × H): 156 mm x 234 mm, Gewicht: 345 g
Reihe: Games and Contemporary Culture
ISBN: 978-1-032-21823-6
Verlag: Routledge India
The 21st Century in 100 Games is an interactive public history of the contemporary world. It creates a ludological retelling of the 21st century through 100 games that were announced, launched, and played from the turn of the century. The book analyzes them and then uses the games as a means of entry to examine both key events in the 21st century and the evolution of the gaming industry. Adopting a tri-pronged perspective — the reviewer, the academic, and an industry observer — it studies games as ludo-narratological artefacts and resituates games in a societal context by examining how they affect and are engaged with by players, reviewers, the gaming community, and the larger gaming industry.
This book will be a must read for readers interested in video games, new media, digital culture (s), culture studies, and history.
Zielgruppe
General and Postgraduate
Autoren/Hrsg.
Fachgebiete
- Mathematik | Informatik EDV | Informatik Digital Lifestyle Computerspiele, Internetspiele
- Sozialwissenschaften Soziologie | Soziale Arbeit Soziologie Allgemein
- Interdisziplinäres Wissenschaften Wissenschaft und Gesellschaft | Kulturwissenschaften Populärkultur
- Sozialwissenschaften Soziologie | Soziale Arbeit Spezielle Soziologie Stadt- und Regionalsoziologie
- Sozialwissenschaften Soziologie | Soziale Arbeit Spezielle Soziologie Freizeitsoziologie, Konsumsoziologie, Alltagssoziologie, Populärkultur
- Interdisziplinäres Wissenschaften Wissenschaften Interdisziplinär Regionalwissenschaften, Regionalstudien
- Sozialwissenschaften Sport | Tourismus | Freizeit Hobbies & Spiele
Weitere Infos & Material
Foreword by Usha Raman. Introduction. 1. Attempting a Ludological History: How Do We Remember Games? 2. Towards a Public History: Capturing Experiences and Shared Memories 3. Dedicated for Gaming: Transformation for Play 4. When the Magic Fades: The Search for Redemption 5. New Ways of Monetization: The Service Turn in Games 6. Games as Transmedia: Aggregation and Activation 7. New Heights and Challenges: Video Games in a Pandemic. Conclusion: 21st Century: A Lookback. Annexure.