The Videogames Handbook
By David Surman
- Price: $39.95
- Binding/Format: Paperback
- ISBN: 978-0-415-38353-0
- Publish Date: September 1st 2011
- Imprint: Routledge
- Pages: 320 pages
Series: Media Practice
Description
Featuring contributions from leading figures in the videogames industry this book surveys both the theory and practice of this fast-growing, yet relatively new disciplinary area.
Mapping the commercial process of videogame production from pre-production to games journalism, David Surman demystifies the language of technical production processes by offering the reader a review of key production roles, along with the skills required to fulfil them. Focusing on the distribution and reception of videogames as a cultural form, as well as offering broader perspectives on issues such as the place of games in education and domestic technology, Surman examines the critical perspectives that have emerged in the academic community.
Contents
Foreword
by Henry Jenkins
Introduction
Section I: VIDEOGAME DEVELOPMENT
* Games Design
* The role of the videogame developer
* Concept Development
* Designing Play Experiences
* Iterative Design and ‘White Box’ Testing
* ‘Designing Videogames, a 20-Year Retrospective’
Simon and Andrew Oliver
* Programming
* Game Engines
* Artificial Intelligence
* Artists
* Character Design
* Level Design
* Computer Modelling and Animation
* Publishing Producing and Marketing
* The role of the publisher
* The commissioning process
* Supervising the production
* Quality assurance and play testing
* Games marketing and strategies
* ‘Developing Videogames, a 10-year Prediction’
Ernest Adams
* Players/Creators
* The modification of existing videogames – modding
* Machinima and the cinematic potential of videogames
* Fan criticism and games development
* Customisation and play
Section II : VIDEOGAME CULTURES
* Videogames Journalism
* The Editor
* The Art Editor
* The Games Editor
* Staff Writers
* Games Journalism and New Media
* Blogging and Online Journalism
*‘The Videogame Journalist’
Margaret Robertson
* Videogame Culture
* Players as consumers
* The place of gameplay in everyday life
* Videogames and education
* Technology and cultural form
* Videogame censorship
* (New) media effects
* Player cultures and fan authors
* ‘Gender and Games’
Aleks Krotoski
Section III: VIDEOGAME STUDIES
* Game Studies Fundamentals
* What is a game? What is a videogame?
* The limits of representation
* Understanding play
* Videogame aesthetics
* Simulation and the virtual
* Interactive media
* ‘Interactivity?’
James Newman
* Technology and determinism
* Avatars and videogame identification
* Gameworlds
* New media convergence
* ‘Videogames, and Other Media’
Tanya Krzywinska
Conclusion
Glossary of terms
Bibliography
Ludography (referenced videogames)
Index
