Buch, Englisch, 167 Seiten, HC runder Rücken kaschiert, Format (B × H): 153 mm x 216 mm, Gewicht: 358 g
Reihe: Performance Philosophy
Computer Game Epistemologies
Buch, Englisch, 167 Seiten, HC runder Rücken kaschiert, Format (B × H): 153 mm x 216 mm, Gewicht: 358 g
Reihe: Performance Philosophy
ISBN: 978-1-137-59520-1
Verlag: Palgrave Macmillan UK
This book presents a compilation of articles on the subject of game studies written over the last ten years. These texts reflect a decade of research in European computer game studies from a theoretical perspective that combines philosophy, cultural studies, visual studies, and media studies in a way that is unique to a specific type of media theory developed in Germany over the last thirty years. This theory differs quite significantly from media studies as usually conceived in Anglo-American academia, providing new perspectives that are rooted in continental philosophical traditions ranging from phenomenology to post-structuralism and newer forms of “presence studies” in aesthetic theory.
The book provides (1) an introduction to a continental approach to game philosophy; (2) an aesthetic theory of computer games rooted in concepts of performativity and epistemology; and (3) an introduction to an interdisciplinary approach to game studies that is based on philosophical perspectives on the subject matter.
Zielgruppe
Research
Autoren/Hrsg.
Fachgebiete
- Sozialwissenschaften Medien- und Kommunikationswissenschaften Kommunikationswissenschaften Digitale Medien, Internet, Telekommunikation
- Sozialwissenschaften Medien- und Kommunikationswissenschaften Medienwissenschaften
- Geisteswissenschaften Philosophie Erkenntnistheorie
- Mathematik | Informatik EDV | Informatik Digital Lifestyle Computerspiele, Internetspiele
Weitere Infos & Material
Chapter 1: Looking Glass.- Chapter 2: Noise, Disturbance, Perturbation: The Interplay between Transparency and Opacity as a Gameplay-Device in Silent Hill 2 (2005).- Chapter 3: Not-Ready-To-Hand or How Media become obtrusive.- Chapter 4: Ludic Mediality: Aesthetic Experience in Computer Games.- Chapter 5: Caves, Caverns and Dungeons. Speleological Aesthetics in Computer Games.- Chapter 6: Just Making Images: Evocation in Computer Games. Index.