Handbook of Computer Game Studies

Joost Raessens

The MIT Press, ISBN 0262182408 Theoretical research on gaming is in full development with new wave of university departments dedicated, graduate courses, international conferences and frequently updated blog on the subject. Moreover, it is difficult to ignore the impact on society of an industry that in 2003 it sold in the U.S. alone, 239 million pieces. If twenty years ago, in fact, the simple 'computer games' were viscerally loved or demonized, now the complexity of their development and their complex narrative plots and pretenders, make it an object of study with myriad facets. Here is a selection perspective anthology collects writings and perspectives of well-known names (Erkki Huhtamo, Justin Hall, Anne-Marie Schleiner , Douglas Rushkoff, Sherry Turkle, Henry Jenkins ), but one of the common elements is the analysis of the charm and the involvement that stimulates the spontaneous participation of such a large number of people. The centrality of the development of narrative experience that is attributed to video games is in fact the daughter of their real-time responsiveness in developing the events and the apparent multiplicity of possible paths. In fact, the immediate feedback of the games has already enabled several social applications and remains the pivot on which you are investing research resources, on all that related to devices that exploit the cellular networks in the near future that could mediate a real involvement physical, a key element in so far mortified armchairs placed in front of screens.