Thinking about video games : interviews with the experts / David S. Heineman.
The growth in popularity and complexity of video games has spurred new interest in how games are developed and in the research and technology behind them. David Heineman brings together some of the most iconic, influential, and interesting voices from across the gaming industry and asks them to weig...
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Online Access: |
Full Text (via ProQuest) |
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Main Author: | |
Format: | eBook |
Language: | English |
Published: |
Bloomington :
Indiana University Press,
[2015]
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Series: | Digital game studies.
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Subjects: |
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100 | 1 | |a Heineman, David S., |e author. | |
245 | 1 | 0 | |a Thinking about video games : |b interviews with the experts / |c David S. Heineman. |
264 | 1 | |a Bloomington : |b Indiana University Press, |c [2015] | |
264 | 4 | |c ©2015. | |
300 | |a 1 online resource (xiii, 251 pages) | ||
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490 | 1 | |a Digital game studies. | |
504 | |a Includes bibliographical references and index. | ||
505 | 0 | 0 | |g Introduction -- |g Section 1. |t Games and history. |t Nolan Bushnell: learning from the past ; |t Chris Melissinos: art and video games ; |t Eugene Jarvis: games and design ; |t Henry Lowood: Archiving and games -- |g Section 2. |t Games and economy. |t Ed Fries: the economics and politics of a launch ; |t Kellee Santiago: independent game development ; |t Chris Grant: games and press ; |t Edward Castronova: games, economics, and policies -- |g Section 3. |t Games and culture. |t Jamie Dillion: games, community, and charity ; |t Casey Hudson: games and emotion ; |t Ian Bogost: anxieties, procedures, and game studies -- |g Conclusion. |
520 | |a The growth in popularity and complexity of video games has spurred new interest in how games are developed and in the research and technology behind them. David Heineman brings together some of the most iconic, influential, and interesting voices from across the gaming industry and asks them to weigh in on the past, present, and future of video games--Publisher's description. | ||
546 | |a English. | ||
588 | 0 | |a Print version record. | |
650 | 0 | |a Video games. | |
650 | 0 | |a Video games |x Design. | |
650 | 0 | |a Video games industry. | |
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650 | 7 | |a Video games |x Design. |2 fast |0 (OCoLC)fst01166425. | |
650 | 7 | |a Video games industry. |2 fast |0 (OCoLC)fst01740868. | |
776 | 0 | 8 | |i Print version: |a Heineman, David S. |t Thinking about video games |z 9780253017154 |w (DLC) 2014049741 |w (OCoLC)894026057. |
830 | 0 | |a Digital game studies. | |
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