Coop UQAM | Coopsco

Créer mon profil | Mot de passe oublié?

Magasiner par secteur

Matériel obligatoire et recommandé

Voir les groupes
Devenir membre

Nos partenaires

UQAM
ESG UQAM
Réseau ESG UQAM
Bureau des diplômés
Centre sportif
Citadins
Service de la formation universitaire en région
Université à distance
Société de développement des entreprises culturelles - SODEC
L'institut du tourisme et de l'hotellerie - ITHQ
Pour le rayonnement du livre canadien
Presses de l'Université du Québec
Auteurs UQAM : Campagne permanente de promotion des auteures et auteurs UQAM
Fondation de l'UQAM
Écoles d'été en langues de l'UQAM
Canal savoir
L'économie sociale, j'achète
Millénium Micro



Recherche avancée...

Real Games - What`s Legitimate and What`s Not in Contemporary Videogames

Real Games - What`s Legitimate and What`s Not in Contemporary Videogames

Consalvo, Mia, / Paul, Christopher A.


Éditeur : MIT PRESS
ISBN papier: 9780262042604
Parution : 2019
Code produit : 1390484
Catégorisation : Livres / Sciences humaines / Sciences sociales / Sociologie et société

Formats disponibles

Format Qté. disp. Prix* Commander
Livre papier En rupture de stock** Prix membre : 40,12 $
Prix non-membre : 44,58 $
x

*Les prix sont en dollars canadien. Taxes et frais de livraison en sus.
**Ce produits est en rupture de stock mais sera expédié dès qu'ils sera disponible.




Description

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. In videogame criticism, the worst insult might be "That's not a real game " For example, "That's not a real game, it's on Facebook " and "That's not a real game, it's a walking simulator " But how do people judge what is a real game and what is not--what features establish a game's gameness? In this engaging book, Mia Consalvo and Christopher Paul examine the debates about the realness or not-realness of videogames and find that these discussions shape what games get made and who is invited to play them. Consalvo and Paul look at three main areas often viewed as determining a game's legitimacy: the game's pedigree (its developer), the content of the game itself, and the game's payment structure. They find, among other things, that even developers with a track record are viewed with suspicion if their games are on suspect platforms. They investigate game elements that are potentially troublesome for a game's gameness, including genres, visual aesthetics, platform, and perceived difficulty. And they explore payment models, particularly free-to-play--held by some to be a marker of illegitimacy. Finally, they examine the debate around such so-called walking simulators as Dear Esther and Gone Home. And finally, they consider what purpose is served by labeling certain games "real."