UID:
almahu_9947382402402882
Format:
1 online resource ([vi], 170 pages) :
,
digital file(s).
Edition:
1st ed.
ISBN:
1-5261-3754-2
,
1-84779-558-7
,
1-78170-023-0
,
1-280-73433-7
,
9786610734337
,
1-84779-039-9
,
1-4175-7805-X
Content:
There is little doubt that computer and video games occupy a significant place in contemporary popular culture. Taking its cue from practices of reading texts in literary and cultural studies, this text considers the computer game as an emerging mode of contemporary storytelling.
Note:
Description based upon print version of record.
,
First published: 2003.
,
Acknowledgements --1. The computer game as fictional form --2. Fantastically real: reading Tomb Raider --3. Gritty realism: reading Half-Life --4. Replaying history: reading Close Combat --5. Managing the real: reading SimCity --6. More than a game? --Glossary of game-specific terms --Bibliography --Index.
,
Also available in print form.
,
English
Additional Edition:
ISBN 0-7190-6365-5
Additional Edition:
ISBN 0-7190-6364-7
Language:
English
DOI:
10.7765/9781526137548