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Playings will cross-platform accessible PC games sometimes also available on mobile or console which are either free to play online or available at low cost via a digital distribution platform such as Steam, GOG, or Humble Store etc. Many games can be made available on a lab computer for participants with access issues. This is not a game design course, however interested participants will have the opportunity to create a simple game if they choose. Spring Winter Fall Summer B Sociology of Sport Journal. Virtual Art. MIT Press. Archived from the original on 8 September Retrieved 6 September Miami University.

Retrieved 1 March The Washington Post. Synthetic worlds: the business and culture of online games.

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Chicago: University of Chicago Press. Psychology Today. American Psychologist. Retrieved 14 May Entertainment Software Association. May Aarseth, Espen J. Cybertext: Perspectives on Ergodic Literature.

Johns Hopkins University Press. Barr, Matthew Balkin, Jack M. Bandura, A Social Foundations of Thought and Action.


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Bissel, Tom Bogost, Ian Unit Operations: an Approach to Videogame Criticism. Bolter, Jay David ; Richard Grusin Remediation: Understanding New Media. Clune, Michael W. Gamelife: A Memoir. Farrar, Straus and Giroux. Crawford, Garry Iversen, Sara Mosberg Games and Culture.

An Introduction to Game Studies

Ferguson, Christopher J. Review of General Psychology. Galloway, Alexander R. Gaming: Essays on Algorithmic Culture.

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University of Minnesota Press. Garrelts, Nate Grau, Oliver Grau, Oliver ed.

CS1 maint: extra text: authors list link Griffiths, M. Aggression and Violent Behavior. Archived PDF from the original on 26 November Hanson, Matt The End of Celluloid: Film futures in the digital age. Harrigan, Pat and; Noah Wardrip-Fruin Juul, Jesper July Games Studies. Juul, Jesper King, Brad; John Borland Malone, T.

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In Snow, Richard E. Hillsdale, NJ: L. Erlbaum Associates. Manovich, Lev The Language of New Media. Sage Publications. McAllister, Ken S. An Introduction to Game Studies is a core textbook for game studies as an academic discipline, and is the comprehensive guide to the field.

It introduces the student to the history and character of games studies as an analytical study of games in culture, and then moves to provide an overview of games as signifying and dynamic cultural constructs. This book shows how to analyze games by introducing the core analytical concepts in the contexts of games and game cultures of four periods. It covers the prehistory of games, the 70s, 80s, and 90s and also contemporary developments. Students will be introduced to both the theoretical core and the essential genres and classics of the subject.

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