"In this new edition of the pioneering text, students learn to assess the major theories used to analyze games, such as ludology and narratology, and gain familiarity with the commercial and organizational aspects of the game industry. Drawing from historical and contemporary examples, the student-friendly text also explores the aesthetics of games, evaluates the cultural position of video games, and considers the potential effects of both violent and "serious" games." (Publisher description)
lntroduction, 1
1 Studying Video Games, 7
2 The Game lndustry, 15
3 What ls a Game? 31
4 History, 61
5 Video Game Aesthetics, 121
6 Video Games in Culture, 157
7 Narrative, 201
8 Serious Games and Gamification-When Entertainment ls Not Enough, 241
9 Video Games and Risks, 283