More Details
-
Summary:
- How we talk about games as real or not-real, and how that shapes what games are made and who is invited to play them.
-
Table of Contents:
- Intro; Contents; On Thinking Playfully; Preface; Who Is Playing Not-Real Games?; Acknowledgments; Introduction: Welcome to the Discourse of the Real: Constituting the Boundaries of Games and Player; Real Game Studies?; Constitutive Rhetoric and the Creation of the Real; Prototype Theory; Our Analytic Lens; Chapter Breakdown; 1. Facebook Games Were Evil; A Game's Developer: Pedigree Matters; The Game Itself: Formal Elements; Payment Structures: Real Games and Real Dollars; Conclusion; 2. Developer Pedigree; Of Kings, Candy, and Sagas; Blizzard; Flappy Bird and an Outsider Indie Developer
- Conclusion3. The Game Itself; Length; Platform and Control Scheme; Social Richness and Perceived Difficulty; Conclusion; 4. The Rise of Free-to-Play Games; A (Selective) History of Purchasing Gameplay; Conclusion; Walking toward a Conclusion; Moving Past Walking; Notes; Preface; Introduction; Chapter 1; Chapter 2; Chapter 3; Chapter 4; Walking toward a Conclusion; Bibliography; Index
-
Language Notes:
- Item content: English
-
General Notes:
- Description based on: Print version record.
-
Physical Description:
- 1 online resource (224 pages).
-
Digital Characteristics:
- text file
-
Call Numbers:
- GV1469.3 .C6463 2019eb
-
ISBNs:
- 9780262353625 (electronic bk.)
0262353628 (electronic bk.)
9780262042604 [Invalid]
-
OCLC Numbers:
- 1099682829