Bookbot

Video Games and Interactive Media

Évaluation du livre

En savoir plus sur le livre

This book explores the development of the video game as a new form of interactive media and a template for future modes of entertainment. While television programs and movies are predominantly passive enterprises, video games engage the audience and provide not only audio-visual stimulation but also an enriching interaction that creates a heightened sense of immersion. Through a detailed discussion of gameplay and game design principles, Natkin explores the nature of this interaction and its impact on the entertainment industry. He explains the developmental process behind game design and the new concepts of narration and entertainment it has introduced. He then considers the future of gameplay with its potential for developing new means of artistic expression and its liability to be abused as an outlet for propaganda and coercion.

Achat du livre

Video Games and Interactive Media, Stéphane Natkin

Langue
Année de publication
2006
product-detail.submit-box.info.binding
(souple)
Nous vous informerons par e-mail dès que nous l’aurons retrouvé.

Modes de paiement

4,0
Très bien
1 Évaluations

Il manque plus que ton avis ici.

Titre
Video Games and Interactive Media
Langue
Anglais
Éditeur
A.K. Peters
Publié
2006
Format
souple
ISBN10
1568812973
ISBN13
9781568812977
Séries
Évaluation
4 sur 5
Description
This book explores the development of the video game as a new form of interactive media and a template for future modes of entertainment. While television programs and movies are predominantly passive enterprises, video games engage the audience and provide not only audio-visual stimulation but also an enriching interaction that creates a heightened sense of immersion. Through a detailed discussion of gameplay and game design principles, Natkin explores the nature of this interaction and its impact on the entertainment industry. He explains the developmental process behind game design and the new concepts of narration and entertainment it has introduced. He then considers the future of gameplay with its potential for developing new means of artistic expression and its liability to be abused as an outlet for propaganda and coercion.