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The authors provide an analysis of computer games as the most popular contemporary form of new media production and consumption, and examine their impact on established frameworks and concepts within cultural and media studies.
- Sales Rank: #3481040 in Books
- Published on: 2006-05-01
- Original language: English
- Number of items: 1
- Dimensions: 8.86" h x .42" w x 6.69" l, .67 pounds
- Binding: Paperback
- 184 pages
About the Author
Helen W. Kennedy is Senior Lecturer and MA Award Leader in the School of Cultural Studies, University of the West of England, Bristol. Helen has spoken at a number of both academic and industry conferences on the role of women in computer games and computer games culture. She was invited speaker at the GDC Europe Academic Summit August 2003 and the Women In Games conference June 2004.
Jonathan Dovey is Reader in Screen Media University of Bristol. Jonathan is also a Video Producer and digital artist, who has published on the subjects of new media and documentary studies.
Most helpful customer reviews
1 of 1 people found the following review helpful.
Game Cultures
By Barrett Gordon
I have just finished reading Jon Dovey and Helen W. Kennedy, Game Cultures: Computer Games as New Media. I really enjoyed Game Cultures, and it was especially interesting because the first half of it was read in parallel with Marie Laure Ryan's Narrative as Virtual Reality from 2001. Dovey and Kennedy share Ryan's focus on embodiment in game texts but they take it further as a subject in itself, rather than as a part of Ryan's structural approach to Narrative. The triumph of Game Cultures is the critical term `technicity' as adapted from Tomas (2000). Technicity permits analysis of dialogue between players and games and between the various discourses taken up within games; as text (and according to Dovey and Kennedy there is room for games as text and they take a hybrid approach to game analysis), as play and as cultural system/s. I see the hybrid approach of Game Cultures as a positive development in game research, it embraces rather than demarcates territory that is uncertain and dynamic and this is very appropriate considering the fluid nature of games.
Some faults I can see with Game Cultures? I don't mean to whinge...but I will. The biggest thing that got to me was, why aren't there any notes to the text? Second, the most detailed analysis of a text using the tools described in Game Cultures comes in the form of a sociology style study of a game development company. It is interesting to get this perspective, especially with a gender critique approach, but I would have liked to have seen more reception and interpretation or community response studies in the text. Maybe such work will develop out of the masses who should (and probably are already) reading Game Cultures: Computer Games as New Media
0 of 2 people found the following review helpful.
Had to buy for a class
By IUS Jan
The book is written by an English person so it is a little weird to read. My professor did tell me that this book is not longer to be published so he will be replacing it for his next class.
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