Guns, Grenades, and Grunts: First-Person Shooter GamesGerald A. Voorhees, Joshua Call, Katie Whitlock Bloomsbury Publishing USA, 2012年11月2日 - 448 頁 Known for their visibility and tendency to generate controversy, first-person shooter (FPS) games are cultural icons and powder-kegs in American society. Contributors will examine a range of FPS games such as the Doom, Half-Life, System Shock, Deus Ex, Halo, Medal of Honor and Call of Duty franchises. By applying and enriching a broad range of perspectives, this volume will address the cultural relevance and place of the genre in game studies, game theory and the cultures of game players. Guns, Grenades, and Grunts gathers scholars from all disciplines to bring the weight of contemporary social theory and media criticism to bear on the public controversy and intellectual investigation of first-person shooter games. As a genre, FPS games have helped shepherd the game industry from the early days of shareware distribution and underground gaming clans to contemporary multimillion dollar production budgets, Hollywood-style launches, downloadable content and worldwide professional gaming leagues. The FPS has been and will continue to be a staple of the game market. |
內容
1996 | |
1943 | |
1958 | |
The Normalization of the First | 1996 |
Game Studies Empire and | |
Disposable Bodies | |
Movement | |
The Apocalyptic Soul of | |
Griefing | |
The Best Possible Story? Learning about WWII from | |
Feminized Performances | |
The Role of Affect in Online Multiplayer | |
PostApocalyptic Alien | |
Humanizing the Digital Display in Call of Duty | |
About the Contributors | |
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action affect alien arcade argues Atari avatar BattleZone BioShock body Call of Duty callouts character Computer Games contemporary context cultural cyborg developers digital games discourse discussion edited Electronic Arts elements embodiment engagement environment experience fictional first-person perspective First-Person Shooter FPS games FPS genre function Game Design game studies game's gameplay gamers gamespace gameworld Gears of War gender Goldeneye 007 griefers griefing Halo hegemonic masculinity Hey Baby human id Software ideology immersion in-game Infinity Ward interaction interface kill Killzone ludic Maze War mechanics Metal Gear Solid Metro Microsoft Windows military modded lobby modder Modern Warfare multiplayer narrative NerdCorps Nintendo on-screen performance Plasmids play player player-character PlayStation Press representation rhetorical screen sense shooting games significant simulation social space specific speech acts strategies street harassment Team Fortress teammates technologies University Valve Video Games videogames violence virtual visual weapons Wolfenstein 3D WWII FPS Xbox