The Video Game Theory Reader
Title | The Video Game Theory Reader PDF eBook |
Author | Mark J. P. Wolf |
Publisher | Psychology Press |
Pages | 372 |
Release | 2003 |
Genre | Games & Activities |
ISBN | 9780415965798 |
First Published in 2003. Routledge is an imprint of Taylor & Francis, an informa company.
Before the Crash
Title | Before the Crash PDF eBook |
Author | Mark J. P. Wolf |
Publisher | Wayne State University Press |
Pages | 270 |
Release | 2012-06-15 |
Genre | Games & Activities |
ISBN | 0814337228 |
Contributors examine the early days of video game history before the industry crash of 1983 that ended the medium’s golden age. Following the first appearance of arcade video games in 1971 and home video game systems in 1972, the commercial video game market was exuberant with fast-paced innovation and profit. New games, gaming systems, and technologies flooded into the market until around 1983, when sales of home game systems dropped, thousands of arcades closed, and major video game makers suffered steep losses or left the market altogether. In Before the Crash: Early Video Game History, editor Mark J. P. Wolf assembles essays that examine the fleeting golden age of video games, an era sometimes overlooked for older games’ lack of availability or their perceived "primitiveness" when compared to contemporary video games. In twelve chapters, contributors consider much of what was going on during the pre-crash era: arcade games, home game consoles, home computer games, handheld games, and even early online games. The technologies of early video games are investigated, as well as the cultural context of the early period—from aesthetic, economic, industrial, and legal perspectives. Since the video game industry and culture got their start and found their form in this era, these years shaped much of what video games would come to be. This volume of early history, then, not only helps readers to understand the pre-crash era, but also reveals much about the present state of the industry. Before the Crash will give readers a thorough overview of the early days of video games along with a sense of the optimism, enthusiasm, and excitement of those times. Students and teachers of media studies will enjoy this compelling volume.
The Routledge Companion to Video Game Studies
Title | The Routledge Companion to Video Game Studies PDF eBook |
Author | Mark J.P. Wolf |
Publisher | Taylor & Francis |
Pages | 832 |
Release | 2023-06-19 |
Genre | Games & Activities |
ISBN | 1000886026 |
A definitive guide to contemporary video game studies, this second edition has been fully revised and updated to address the ongoing theoretical and methodological development of game studies. Expertly compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, the Companion includes comprehensive and interdisciplinary models and approaches for analyzing video games, new perspectives on video games both as an art form and cultural phenomenon, explorations of the technical and creative dimensions of video games, and accounts of the political, social, and cultural dynamics of video games. Brand new to this second edition are chapters examining topics such as preservation; augmented, mixed, and virtual reality; eSports; disability; diversity; and identity, as well as a new section that specifically examines the industrial aspects of video games including digital distribution, game labor, triple-A games, indie games, and globalization. Each essay provides a lively and succinct summary of its target area, quickly bringing the reader up-to-date on the pertinent issues surrounding each aspect of the field, including references for further reading. A comprehensive overview of the present state of video game studies that will undoubtedly prove invaluable to students, scholars, and game designers alike.
Game Theory: A Very Short Introduction
Title | Game Theory: A Very Short Introduction PDF eBook |
Author | K. G. Binmore |
Publisher | Oxford University Press, USA |
Pages | 201 |
Release | 2007-10-25 |
Genre | Business & Economics |
ISBN | 0199218463 |
Games are played everywhere: from economics to evolutionary biology, and from social interactions to online auctions. This title shows how to play such games in a rational way, and how to maximize their outcomes.
Two-Person Game Theory
Title | Two-Person Game Theory PDF eBook |
Author | Anatol Rapoport |
Publisher | Courier Corporation |
Pages | 241 |
Release | 2013-01-01 |
Genre | Mathematics |
ISBN | 0486281094 |
Clear, accessible treatment of mathematical models for resolving conflicts in politics, economics, war, business, and social relationships. Topics include strategy, game tree and game matrix, and much more. Minimal math background required. 1970 edition.
The World of Scary Video Games
Title | The World of Scary Video Games PDF eBook |
Author | Bernard Perron |
Publisher | Bloomsbury Publishing USA |
Pages | 538 |
Release | 2018-05-31 |
Genre | Games & Activities |
ISBN | 1501316214 |
As for film and literature, the horror genre has been very popular in the video game. The World of Scary Video Games provides a comprehensive overview of the videoludic horror, dealing with the games labelled as “survival horror” as well as the mainstream and independent works associated with the genre. It examines the ways in which video games have elicited horror, terror and fear since Haunted House (1981). Bernard Perron combines an historical account with a theoretical approach in order to offer a broad history of the genre, outline its formal singularities and explore its principal issues. It studies the most important games and game series, from Haunted House (1981) to Alone in the Dark (1992- ), Resident Evil (1996-present), Silent Hill (1999-present), Fatal Frame (2001-present), Dead Space (2008-2013), Amnesia: the Dark Descent (2010), and The Evil Within (2014). Accessibly written, The World of Scary Video Games helps the reader to trace the history of an important genre of the video game.
The Medium of the Video Game
Title | The Medium of the Video Game PDF eBook |
Author | Mark J. P. Wolf |
Publisher | University of Texas Press |
Pages | 228 |
Release | 2010-07-22 |
Genre | Games & Activities |
ISBN | 0292786646 |
Over a mere three decades, the video game became the entertainment medium of choice for millions of people, who now spend more time in the interactive virtual world of games than they do in watching movies or even television. The release of new games or game-playing equipment, such as the PlayStation 2, generates great excitement and even buying frenzies. Yet, until now, this giant on the popular culture landscape has received little in-depth study or analysis. In this book, Mark J. P. Wolf and four other scholars conduct the first thorough investigation of the video game as an artistic medium. The book begins with an attempt to define what is meant by the term "video game" and the variety of modes of production within the medium. It moves on to a brief history of the video game, then applies the tools of film studies to look at the medium in terms of the formal aspects of space, time, narrative, and genre. The book also considers the video game as a cultural entity, object of museum curation, and repository of psychological archetypes. It closes with a list of video game research resources for further study.