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Debugging game history : a critical lexicon / edited by Henry Lowood and Raiford Guins ; editorial assistant, A.C. Deger.

Contributor(s): Material type: TextTextSeries: Game historiesPublisher: Cambridge, Massachusetts ; London, England : The MIT Press, [2016]Copyright date: ©2016Description: 1 online resource (xx, 443 pages) : illustrationsContent type:
  • text
Media type:
  • computer
Carrier type:
  • online resource
ISBN:
  • 0262331942
  • 9780262331944
  • 9780262331937
  • 0262331934
Subject(s): Genre/Form: Additional physical formats: Print version:: No titleDDC classification:
  • 794.809 23
LOC classification:
  • GV1469.3 .D43 2016eb
Online resources:
Contents:
Series Foreword; Introduction: Why We Are Debugging; 1 Achievements; 2 Adventure; 3 Amusement Arcade; 4 Artificial Intelligence; 5 Character; 6 Classic Gaming; 7 Code; 8 Console; 9 Control; 10 Controller; 11 Cooperative Play; 12 Culturization; 13 Demo; 14 Difficulty; 15 Educational Games; 16 Embodiment; 17 Emulation; 18 Fun; 19 Game Art; 20 Game Audio; 21 Game Balance; 22 Game Camera; 23 Game Culture; 24 Game Development; 25 Game Engine; 26 Game Glitch; 27 Games as a Medium; 28 Genre; 29 Identities; 30 Immersion; 31 Independent Games; 32 Intellectual Property; 33 Kriegsspeiel.
34 Machinima35 Mechanics; 36 Menu; 37 Metagame; 38 Modification; 39 Narrative; 40 Platform; 41 Playing; 42 Perspective; 43 Procedurality; 44 Role-Play; 45 Save; 46 Simulation; 47 Toys; 48 Walkthrough; 49 World building; Contributors; Index.
Summary: Essays discuss the terminology, etymology, and history of key terms, offering a foundation for critical historical studies of games.
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Electronic-Books Electronic-Books OPJGU Sonepat- Campus E-Books EBSCO Available

Includes bibliographical references and index.

Print version record.

Series Foreword; Introduction: Why We Are Debugging; 1 Achievements; 2 Adventure; 3 Amusement Arcade; 4 Artificial Intelligence; 5 Character; 6 Classic Gaming; 7 Code; 8 Console; 9 Control; 10 Controller; 11 Cooperative Play; 12 Culturization; 13 Demo; 14 Difficulty; 15 Educational Games; 16 Embodiment; 17 Emulation; 18 Fun; 19 Game Art; 20 Game Audio; 21 Game Balance; 22 Game Camera; 23 Game Culture; 24 Game Development; 25 Game Engine; 26 Game Glitch; 27 Games as a Medium; 28 Genre; 29 Identities; 30 Immersion; 31 Independent Games; 32 Intellectual Property; 33 Kriegsspeiel.

34 Machinima35 Mechanics; 36 Menu; 37 Metagame; 38 Modification; 39 Narrative; 40 Platform; 41 Playing; 42 Perspective; 43 Procedurality; 44 Role-Play; 45 Save; 46 Simulation; 47 Toys; 48 Walkthrough; 49 World building; Contributors; Index.

Essays discuss the terminology, etymology, and history of key terms, offering a foundation for critical historical studies of games.

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