
Wordplay and the Discourse of Video Games
Analyzing Words, Design, and Play
Christopher A. Paul(Author)
Routledge (Publisher)
1st Edition
Published on 15. February 2012
Book
Hardback
222 pages
978-0-415-89306-0 (ISBN)
Description
In this timely new book, Christopher Paul analyzes how the words we use to talk about video games and the structures that are produced within games shape a particular way of gaming by focusing on how games create meaning, lead to identification and division, persuade, and circulate ideas. Paul examines the broader social discourse about gaming, including: the way players are socialized into games; the impact of the lingering association of video games as kid's toys; the dynamics within specific games (including Grand Theft Auto and EA Sports Games); and the ways in which players participate in shaping the discourse of games, demonstrated through examples like the reward system of World of Warcraft and the development of theorycraft. Overall, this book illustrates how video games are shaped by words, design and play; all of which are negotiated, ongoing practices among the designers, players, and society that construct the discourse of video games.
More details
Series
Language
English
Place of publication
London
United Kingdom
Publishing group
Taylor & Francis Ltd
Target group
College/higher education
Dimensions
Height: 235 mm
Width: 157 mm
Thickness: 17 mm
Weight
493 gr
ISBN-13
978-0-415-89306-0 (9780415893060)
Copyright in bibliographic data and cover images is held by Nielsen Book Services Limited or by the publishers or by their respective licensors: all rights reserved.
Schweitzer Classification
Other editions
Additional editions

Book
02/2013
1st Edition
Routledge
€65.20
Shipment within 15-20 days

E-Book
03/2012
1st Edition
Routledge
€59.49
Available for download

E-Book
03/2012
1st Edition
Routledge
€59.49
Available for download
Person
Christopher A. Paul is an Assistant Professor in the Department of Communication at Seattle University. His work applies rhetorical analysis to video games and has been published in Games and Culture, Game Studies, the Journal of Virtual Worlds Research, First Monday, and the International Journal of Role-Playing.
Content
Introduction: The New Rhetoric of Video Games I. The Context 1. Socializing Gamers 2. Video Games as 'Kid's' Toys 3. Talking Game Design 4. Consoles Read Rhetorically II. The Texts 5. GTA, Humor, and Protagonists 6. EA Sports and Planned Obsolescence 7. Rearticulating Rewards in WoW 8. Theorycraft and Optimization 9. Balance and Meritocracies III. Using Wordplay 10. Words, Design, and Play