Franklin
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LEADER 03739cam a2200493 i 4500
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20220608224609.0
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160728t20172017nyuab bq 001 0 eng
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a| 2016034475
020
a| 9781501316616
q| (hardcover
q| alkaline paper)
020
a| 1501316613
q| (hardcover
q| alkaline paper)
020
z| 9781501316623
q| (electronic publication)
020
z| 9781501316630
q| (electronic book)
035
a| (OCoLC)ocn962552911
035
a| (OCoLC)962552911
035
a| (PU)7627022-penndb-Voyager
040
a| DLC
b| eng
e| rda
c| DLC
d| BTCTA
d| YDX
d| OCLCO
d| BDX
d| OCLCF
d| YDX
d| OCLCQ
d| OCLCO
042
a| pcc
049
a| PAUU
050
0
0
a| GV1469.3
b| .F37 2017
082
0
0
a| 794.8
2| 23
100
1
a| Fassone, Riccardo,
e| author.
0| http://id.loc.gov/authorities/names/n2016040903
245
1
0
a| Every game is an island :
b| endings and extremities in video games /
c| Riccardo Fassone.
264
1
a| New York, NY :
b| Bloomsbury Academic, an imprint of Bloomsbury Publishing, Inc,
c| 2017.
264
4
c| ©2017
300
a| vi, 196 pages ;
c| 25 cm
336
a| text
b| txt
2| rdacontent
337
a| unmediated
b| n
2| rdamedia
338
a| volume
b| nc
2| rdacarrier
500
a| Includes a Ludography: pages [187]-189 [definition: a list of games].
504
a| Includes bibliographical references and index.
504
a| Includes Filmography.
505
0
0
g| 1
t| Two Non-definitive Definitions
g| 7 --
t| What is a video game?
g| 7 --
t| The exceptionality of video games
g| 11 --
t| Computer-mediated games
g| 17 --
t| Designed procedural experiences
g| 23 --
g| 2
t| Game ↔ Game
g| 41 --
t| Closure
g| 43 --
t| Caesura
g| 53 --
t| Endlessness
g| 65 --
t| Openness
g| 74 --
g| 3
t| Game ↔ Metagame
g| 85 --
t| Fragmentation
g| 86 --
t| Metagaming
g| 98 --
t| Immersion
g| 106 --
t| Holism
g| 115 --
g| 4
t| Game ↔ Games
g| 127 --
t| Uniqueness
g| 129 --
t| Ephemerality
g| 138 --
t| Modularity
g| 145 --
t| Serialization
g| 154.
520
a| Despite the pervasive rhetorics of immersion and embodiment found in industrial and social discourses, playing a video game is an exercise in non-linearity. The pervasiveness of trial and error mechanics, unforgiving game over screens, loading times, minute tweakings of options and settings, should lead us to consider video games as a medium that cannot eschew fragmentation. Every Game is an Island is an analysis and a critique of grey areas, dead ends, and extremities found in digital games, an exploration of border zones where play and non-play coexist or compete. Riccardo Fassone describes the complexity of the experience of video gameplay and brings integral but often overlooked components of the gameplay experience to the fore, in an attempt to problematize a reading of video games as grandiosely immersive, all-encompassing narrative experiences. Through the analysis of closures and endings, limits and borders, and liminal states, this field-advancing study looks at the heart of a medium starting from its periphery. Book jacket.
650
0
a| Video games
x| Design.
0| http://id.loc.gov/authorities/subjects/sh2006004108
650
7
a| Video games
x| Design.
2| fast
0| http://id.worldcat.org/fast/1166425
650
0
a| Video games
x| Psychological aspects.
0| http://id.loc.gov/authorities/subjects/sh2010117815
650
7
a| Video games
x| Psychological aspects.
2| fast
0| http://id.worldcat.org/fast/1166438
776
0
8
i| Online version:
a| Fassone, Riccardo, author.
t| Every game is an island.
d| New York, NY : Bloomsbury Academic, an imprint of Bloomsbury Publishing, Inc, [2017]
z| 9781501316623
w| (DLC) 2016052646
852
0
b| oovanp
h| GV1469.3
i| .F37 2017
x| YAP 03/21/2017
902
a| MARCIVE 2022
945
a| 36325
b| 20170321
c| 110.00
d| 90.20
f| ssgyapp
g| 1
i| PromptCat YAP
983
a| 40026933820
b| 308011
994
a| 92
b| PAU