000 03146nam a2200553 i 4500
001 8856153
003 IEEE
005 20220712204941.0
006 m o d
007 cr |n|||||||||
008 191025s2019 mau ob 001 eng d
020 _a9780262353625
_qelectronic bk.
020 _z0262353628
_qelectronic bk.
020 _z9780262042604
035 _a(CaBNVSL)mat08856153
035 _a(IDAMS)0b0000648b68cdb1
040 _aCaBNVSL
_beng
_erda
_cCaBNVSL
_dCaBNVSL
050 4 _aGV1469.3
_b.C6463 2019eb
082 0 4 _a794.8
_223
100 1 _aConsalvo, Mia,
_d1969-
_eauthor.
_925713
245 1 0 _aReal games :
_bwhat's legitimate and what's not in contemporary video games /
_cMia Consalvo and Christopher A. Paul.
264 1 _aCambridge :
_bMIT Press,
_c2019.
264 2 _a[Piscataqay, New Jersey] :
_bIEEE Xplore,
_c[2019]
300 _a1 PDF (224 pages).
336 _atext
_2rdacontent
337 _aelectronic
_2isbdmedia
338 _aonline resource
_2rdacarrier
490 1 _aPlayful Thinking
505 0 _aIntro; Contents; On Thinking Playfully; Preface; Who Is Playing Not-Real Games?; Acknowledgments; Introduction: Welcome to the Discourse of the Real: Constituting the Boundaries of Games and Player; Real Game Studies?; Constitutive Rhetoric and the Creation of the Real; Prototype Theory; Our Analytic Lens; Chapter Breakdown; 1 -- Facebook Games Were Evil; A Game's Developer: Pedigree Matters; The Game Itself: Formal Elements; Payment Structures: Real Games and Real Dollars; Conclusion; 2 -- Developer Pedigree; Of Kings, Candy, and Sagas; Blizzard; Flappy Bird and an Outsider Indie Developer
505 8 _aConclusion3 -- The Game Itself; Length; Platform and Control Scheme; Social Richness and Perceived Difficulty; Conclusion; 4 -- The Rise of Free-to-Play Games; A (Selective) History of Purchasing Gameplay; Conclusion; Walking toward a Conclusion; Moving Past Walking; Notes; Preface; Introduction; Chapter 1; Chapter 2; Chapter 3; Chapter 4; Walking toward a Conclusion; Bibliography; Index
506 _aRestricted to subscribers or individual electronic text purchasers.
520 _aHow we talk about games as real or not-real, and how that shapes what games are made and who is invited to play them.
530 _aAlso available in print.
538 _aMode of access: World Wide Web
588 0 _aPrint version record.
650 0 _aVideo games
_xHistory.
_924825
650 0 _aVideo games
_xDesign.
_94792
650 0 _aVideo games
_xSocial aspects.
_923360
650 0 _aVideo games industry
_xHistory.
_925188
655 0 _aElectronic books.
_93294
655 7 _aHistory.
_2fast
_95289
700 1 _aPaul, Christopher A.,
_eauthor.
_925714
710 2 _aIEEE Xplore (Online Service),
_edistributor.
_925715
710 2 _aMIT Press,
_epublisher.
_925716
776 0 8 _iPrint version:
_aConsalvo, Mia, 1969- author.
_tReal games
_z9780262042604
_w(DLC) 2018046681
_w(OCoLC)1078971003
830 0 _aPlayful thinking (Cambridge, Mass)
_925578
856 4 2 _3Abstract with links to resource
_uhttps://ieeexplore.ieee.org/xpl/bkabstractplus.jsp?bkn=8856153
942 _cEBK
999 _c73607
_d73607