ISBN13: | 9781032218236 |
ISBN10: | 1032218231 |
Binding: | Paperback |
No. of pages: | 220 pages |
Size: | 234x156 mm |
Weight: | 331 g |
Language: | English |
Illustrations: | 3 Illustrations, black & white; 3 Halftones, black & white |
655 |
Sociology in general, methodology, handbooks
Natural sciences in general, history of science, philosophy of science
Computer games
Regional studies
Cultural history
Cultural studies
Further reading in the field of sociology
Media and communication science in general
Cultural anthropology
Sociology in general, methodology, handbooks (charity campaign)
Natural sciences in general, history of science, philosophy of science (charity campaign)
Computer games (charity campaign)
Regional studies (charity campaign)
Cultural history (charity campaign)
Cultural studies (charity campaign)
Further reading in the field of sociology (charity campaign)
Media and communication science in general (charity campaign)
Cultural anthropology (charity campaign)
The 21st Century in 100 Games
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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 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.
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.