1. Studying Video Games 2. The Game Industry 3. What is a Game? 4. History 5. Video Game Aesthetics 6. Video Games in Culture 7. Narrative 8. Serious Games—When Entertainment Is Not Enough 9. Video Games and Risks
Simon Egenfeldt-Nielsen is CEO of the award-winning company Serious
Games Interactive and has worked as an assistant professor at the
Center for Computer Games Research at the IT University of
Copenhagen.
Jonas Heide Smith is head of digital communication at SMK. He has
previously taught computer-mediated communication at the University
of Copenhagen, the Copenhagen Business School, the IT University of
Copenhagen, and Roskilde University.
Susana Pajares Tosca is an associate professor at the IT University
of Copenhagen and is a founding editor of the journal Game Studies.
"A user-friendly, eminently readable account that has something to offer to both the neophyte and the specialist, Understanding Video Games is the text that is needed to secure a durable place to game studies in the academic curriculum." —Marie-Laure Ryan, author of Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media "As the core text for my introductory games course, Understanding Video Games has remained an essential guide since its first edition. Ever attentive to the practicalities of classroom needs, this superb update presents its most complete and accessible overview of game studies yet." —Soraya Murray, University of California, Santa Cruz "Understanding Video Games is an admirably comprehensive treatment of the video game industry, history, culture, and theory. This new edition remains the best general textbook I've found for teaching video games in the college classroom." —Alf Seegert, University of Utah
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