TY - BOOK AU - Fencott,P.C. TI - Game invaders: the theory and understanding of computer games T2 - IEEE Computer Society Publications SN - 9781118347577 AV - GV1469.3 U1 - 794.8 23 PY - 2012/// CY - Hoboken, New Jersey, Wiley PB - IEEE Press KW - Computer games KW - Design KW - Video games KW - COMPUTERS KW - Programming KW - Games KW - bisacsh KW - fast KW - Electronic books KW - local N1 - Includes bibliographical references and index; Part I; Why Do People Play Games? --; 1; You Are the One --; Tools to Think With --; Getting Started --; 2; Genre --; What Are Genres? --; What Are Genres For? --; Genre Maps --; Computer Game Genres --; A Theory of Computer Game Genres --; 3; Activity --; The Story of Activity Groups --; An Overview of Activity Profiles --; Three Driving Games --; Calculating Genres --; Tasks --; 4; Pleasure --; Aesthetics and Computer Games --; Spacewar --; Zork --; Pac-Man --; Comparative Aesthetics --; Tasks --; 5; Two Rail-Shooters --; Star Fox and Rez --; Activity Profiling and Genre Theory --; Applying Aesthetic Theory --; The Method of Game Analysis --; Tetsuya Mizuguchi, Rez, and Beyond --; 6; Why Don't People Play Games --; What Do We Mean by Games? --; Resident Evil --; Why Not Ask the Players? --; Emotional Models of Play --; Player Types --; Demographic Research --; Why Don't People Play Games? --; Conclusions --; Part II; What Is a Game? --; 7; Just an Ordinary Day --; The Glass Vial --; Unrealisms --; Perceptual Opportunities --; Sureties --; Surprises --; Attractors --; Connectors --; Rewards --; Getting It All Together in SinCity --; Perceptual Mapping in SinCity --; AS-OceanFloor --; 8; Big Bad Streets --; Driver School --; Sureties --; Surprises --; Driver and SinCity Comparisons --; 9; Time to Visit Yokosuka --; Shenmue --; Genre and Activity Profile --; Aesthetics --; Shenmue POs --; PSAS and Cut Scenes --; Interactive Storytelling? --; And On With General Aesthetics --; 10; Meaning What? --; Semiotics and Signs --; Pac-Man's Signs --; Icons, Indexes, and Symbols --; Denotation, Connotation, and Myth --; Syntagms and Paradigms --; Codes --; Making Up Pac-Man --; Filling Gaps --; 11; All Work and Play --; The Work of Meaning --; Signs of Interaction --; The Mechanics of Interaction --; The Inside-Out Code --; Where Is the Player? --; 12; Big Game Hunting --; Semiosphere --; The Code of Interaction --; The Myth of Interaction --; What Is a Game? --; How Do You Get Out of Here? --; Big Game Hunting --; Glossary --; List of Games --; Bibliography --; Index N2 - "Introduces a practical critical method for analyzing existing games and designing future games"-- UR - http://onlinelibrary.wiley.com/book/10.1002/9781118347584 ER -