The Medium of the Video Game / / ed. by Mark J. P. Wolf.

Over a mere three decades, the video game has become 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 PlaySt...

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Superior document:Title is part of eBook package: De Gruyter University of Texas Press eBook-Package Backlist 2000-2013
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MitwirkendeR:
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Place / Publishing House:Austin : : University of Texas Press, , [2021]
©2002
Year of Publication:2021
Language:English
Online Access:
Physical Description:1 online resource (223 p.)
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id 9780292745131
ctrlnum (DE-B1597)587451
(OCoLC)1286807501
collection bib_alma
record_format marc
spelling The Medium of the Video Game / ed. by Mark J. P. Wolf.
Austin : University of Texas Press, [2021]
©2002
1 online resource (223 p.)
text txt rdacontent
computer c rdamedia
online resource cr rdacarrier
text file PDF rda
Frontmatter -- Contents -- Foreword -- Introduction -- I The Emergence of the Video Game -- 1 The Video Game as a Medium -- 2 Super Mario Nation -- II Formal Aspects of the Video Game -- 3 Space in the Video Game -- 4 Time in the Video Game -- 5 Narrative in the Video Game -- 6 Genre and the Video Game -- III The Video Game in Society and Culture -- 7 Hot Circuits: Reflections on the 1989 Video Game Exhibition of the American Museum of the Moving Image -- 8 Play It Again, Pac-Man -- 9 Archetypes on Acid Video Games and Culture -- Appendix: Resources for Video Game Research -- Index -- About the Contributors
restricted access http://purl.org/coar/access_right/c_16ec online access with authorization star
Over a mere three decades, the video game has become 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.
Mode of access: Internet via World Wide Web.
In English.
Description based on online resource; title from PDF title page (publisher's Web site, viewed 26. Apr 2022)
Video games United States History.
Video games United States.
NON-CLASSIFIABLE. bisacsh
Baer, Ralph H.
Baer, Ralph H., contributor. ctb https://id.loc.gov/vocabulary/relators/ctb
Bernstein, Charles, contributor. ctb https://id.loc.gov/vocabulary/relators/ctb
Kent, Steven L., contributor. ctb https://id.loc.gov/vocabulary/relators/ctb
Slovin, Rochelle, contributor. ctb https://id.loc.gov/vocabulary/relators/ctb
Tews, Rebecca R., contributor. ctb https://id.loc.gov/vocabulary/relators/ctb
Wolf, Mark J. P., contributor. ctb https://id.loc.gov/vocabulary/relators/ctb
Wolf, Mark J. P., editor. edt http://id.loc.gov/vocabulary/relators/edt
Title is part of eBook package: De Gruyter University of Texas Press eBook-Package Backlist 2000-2013 9783110745344
https://doi.org/10.7560/791480
https://www.degruyter.com/isbn/9780292745131
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language English
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author2 Baer, Ralph H.
Baer, Ralph H.,
Baer, Ralph H.,
Bernstein, Charles,
Bernstein, Charles,
Kent, Steven L.,
Kent, Steven L.,
Slovin, Rochelle,
Slovin, Rochelle,
Tews, Rebecca R.,
Tews, Rebecca R.,
Wolf, Mark J. P.,
Wolf, Mark J. P.,
Wolf, Mark J. P.,
Wolf, Mark J. P.,
author_facet Baer, Ralph H.
Baer, Ralph H.,
Baer, Ralph H.,
Bernstein, Charles,
Bernstein, Charles,
Kent, Steven L.,
Kent, Steven L.,
Slovin, Rochelle,
Slovin, Rochelle,
Tews, Rebecca R.,
Tews, Rebecca R.,
Wolf, Mark J. P.,
Wolf, Mark J. P.,
Wolf, Mark J. P.,
Wolf, Mark J. P.,
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title The Medium of the Video Game /
spellingShingle The Medium of the Video Game /
Frontmatter --
Contents --
Foreword --
Introduction --
I The Emergence of the Video Game --
1 The Video Game as a Medium --
2 Super Mario Nation --
II Formal Aspects of the Video Game --
3 Space in the Video Game --
4 Time in the Video Game --
5 Narrative in the Video Game --
6 Genre and the Video Game --
III The Video Game in Society and Culture --
7 Hot Circuits: Reflections on the 1989 Video Game Exhibition of the American Museum of the Moving Image --
8 Play It Again, Pac-Man --
9 Archetypes on Acid Video Games and Culture --
Appendix: Resources for Video Game Research --
Index --
About the Contributors
title_full The Medium of the Video Game / ed. by Mark J. P. Wolf.
title_fullStr The Medium of the Video Game / ed. by Mark J. P. Wolf.
title_full_unstemmed The Medium of the Video Game / ed. by Mark J. P. Wolf.
title_auth The Medium of the Video Game /
title_alt Frontmatter --
Contents --
Foreword --
Introduction --
I The Emergence of the Video Game --
1 The Video Game as a Medium --
2 Super Mario Nation --
II Formal Aspects of the Video Game --
3 Space in the Video Game --
4 Time in the Video Game --
5 Narrative in the Video Game --
6 Genre and the Video Game --
III The Video Game in Society and Culture --
7 Hot Circuits: Reflections on the 1989 Video Game Exhibition of the American Museum of the Moving Image --
8 Play It Again, Pac-Man --
9 Archetypes on Acid Video Games and Culture --
Appendix: Resources for Video Game Research --
Index --
About the Contributors
title_new The Medium of the Video Game /
title_sort the medium of the video game /
publisher University of Texas Press,
publishDate 2021
physical 1 online resource (223 p.)
contents Frontmatter --
Contents --
Foreword --
Introduction --
I The Emergence of the Video Game --
1 The Video Game as a Medium --
2 Super Mario Nation --
II Formal Aspects of the Video Game --
3 Space in the Video Game --
4 Time in the Video Game --
5 Narrative in the Video Game --
6 Genre and the Video Game --
III The Video Game in Society and Culture --
7 Hot Circuits: Reflections on the 1989 Video Game Exhibition of the American Museum of the Moving Image --
8 Play It Again, Pac-Man --
9 Archetypes on Acid Video Games and Culture --
Appendix: Resources for Video Game Research --
Index --
About the Contributors
isbn 9780292745131
9783110745344
callnumber-first G - Geography, Anthropology, Recreation
callnumber-subject GV - Leisure and Recreation
callnumber-label GV1469
callnumber-sort GV 41469.3 M43 42002
geographic_facet United States
United States.
url https://doi.org/10.7560/791480
https://www.degruyter.com/isbn/9780292745131
https://www.degruyter.com/document/cover/isbn/9780292745131/original
illustrated Not Illustrated
dewey-hundreds 700 - Arts & recreation
dewey-tens 790 - Sports, games & entertainment
dewey-ones 794 - Indoor games of skill
dewey-full 794.8/0973
dewey-sort 3794.8 3973
dewey-raw 794.8/0973
dewey-search 794.8/0973
doi_str_mv 10.7560/791480
oclc_num 1286807501
work_keys_str_mv AT baerralphh themediumofthevideogame
AT bernsteincharles themediumofthevideogame
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AT tewsrebeccar themediumofthevideogame
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AT baerralphh mediumofthevideogame
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hierarchy_parent_title Title is part of eBook package: De Gruyter University of Texas Press eBook-Package Backlist 2000-2013
is_hierarchy_title The Medium of the Video Game /
container_title Title is part of eBook package: De Gruyter University of Texas Press eBook-Package Backlist 2000-2013
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