Game Work : Language, Power, and Computer Game Culture
Book Details
Format
Hardback or Cased Book
Book Series
Rhetoric, Culture & Social Critique
ISBN-10
0817314180
ISBN-13
9780817314187
Publisher
The University of Alabama Press
Imprint
The University of Alabama Press
Country of Manufacture
US
Country of Publication
GB
Publication Date
Jan 31st, 2005
Print length
248 Pages
Weight
526 grams
Dimensions
23.60 x 16.40 x 2.20 cms
Ksh 6,750.00
Temporarily out of stock, due soon
0 in stock
Delivery Location
Delivery fee: Select location
Secure
Quality
Fast
Although computer games are essentially impractical, they are nevertheless important mediating agents for the broad exercise of socio-political power. In considering how the languages, images, gestures, and sounds of video games influence those who play them, McAllister highlights the ways in which ideology is coded into games.
As the popularity of computer games has exploded over the past decade, both scholars and game industry professionals have recognized the necessity of treating games less as frivolous entertainment and more as artifacts of culture worthy of political, social, economic, rhetorical, and aesthetic analysis. Ken McAllister notes in his introduction to Game Work that, even though games are essentially impractical, they are nevertheless important mediating agents for the broad exercise of socio-political power. In considering how the languages, images, gestures, and sounds of video games influence those who play them, McAllister highlights the ways in which ideology is coded into games. Computer games, he argues, have transformative effects on the consciousness of players, like poetry, fiction, journalism, and film, but the implications of these transformations are not always clear. Games can work to maintain the status quo or celebrate liberation or tolerate enslavement, and they can conjure feelings of hope or despair, assent or dissent, clarity or confusion. Overall, by making and managing meanings, computer games - and the work they involve and the industry they spring from - are also negotiating power. This book sets out a method for ""recollecting"" some of the diverse and copious influences on computer games and the industry they have spawned. Specifically written for use in computer game theory classes, advanced media studies, and communications courses, Game Work will also be welcome by computer gamers and designers.
Get Game Work by at the best price and quality guaranteed only at Werezi Africa's largest book ecommerce store. The book was published by The University of Alabama Press and it has pages.