The first academic work dedicated to the study of computer games in terms of the stories they tell and the manner of their telling. Applies practices of reading texts from literary and cultural studies to consider the computer game as an emerging mode of contemporary storytelling in an accessible, readable manner. Contains detailed discussion of narrative and realism in four of the most significant games of the last decade: 'Tomb Raider', 'Half-Life', 'Close Combat' and 'Sim City'. Recognises the excitement and pleasure that has made the computer game such a massive global phenomenon.
The first academic work dedicated to the study of computer games in terms of the stories they tell and the manner of their telling. Applies practices ...
Videogame, player, text examines the playing and playful subject through a series of analytical essays focused on particular videogames and playing experiences. With essays from a range of internationally renowned game scholars, the major aim of this collection is to show how it is that videogames communicate their meanings and provide their pleasures. Each essay focuses on specific examples of gameplay dynamics to tease out the specificities of videogames as a new form of interaction between text and digital technology for the purposes of entertainment. That modes of engagement with the...
Videogame, player, text examines the playing and playful subject through a series of analytical essays focused on particular videogames and playing ex...
Videogame, player, text examines the playing and playful subject through a series of analytical essays focused on particular videogames and playing experiences. With essays from a range of internationally renowned game scholars, the major aim of this collection is to show how it is that videogames communicate their meanings and provide their pleasures. Each essay focuses on specific examples of gameplay dynamics to tease out the specificities of videogames as a new form of interaction between text and digital technology for the purposes of entertainment. That modes of engagement with the...
Videogame, player, text examines the playing and playful subject through a series of analytical essays focused on particular videogames and playing ex...
Our bee populations are under threat. Over the past 60 years, they have lost much of their natural habitat and are under assault from pesticides and intensive farming. We rely on bees and other insects to pollinate the majority of our fruit and vegetables and, without them, our environment and economy will be in crisis.
The Business of Bees provides the first integrated account of diminishing bee populations, as well as other pollinators, from an interdisciplinary perspective. It explores the role of corporate responsibility and governance as they relate to this critical...
Our bee populations are under threat. Over the past 60 years, they have lost much of their natural habitat and are under assault from pesticides and i...
Our bee populations are under threat. Over the past 60 years, they have lost much of their natural habitat and are under assault from pesticides and intensive farming. We rely on bees and other insects to pollinate the majority of our fruit and vegetables and, without them, our environment and economy will be in crisis.
The Business of Bees provides the first integrated account of diminishing bee populations, as well as other pollinators, from an interdisciplinary perspective. It explores the role of corporate responsibility and governance as they relate to this critical...
Our bee populations are under threat. Over the past 60 years, they have lost much of their natural habitat and are under assault from pesticides and i...