The Video Game Theory Reader 2
The Video Game Theory Reader 2 picks up where the first Video Game Theory Reader (Routledge, 2003) left off, with a group of leading scholars turning their attention to next-generation platforms-the Nintendo Wii, the PlayStation 3, the Xbox 360-and to new issues in the rapidly expanding field of video games studies. The contributors are some of the most renowned scholars working on video games today including Henry Jenkins, Jesper Juul, Eric Zimmerman, and Mia Consalvo. While the first volume had a strong focus on early video games, this volume also addresses more contemporary issues such as convergence and MMORPGs. The volume concludes with an appendix of nearly 40 ideas and concepts from a variety of theories and disciplines that have been usefully and insightfully applied to the study of video games.
comments about the games and review statistics compiled on Metacritic, Elkington elucidates and explains the bad critical reception of film-to-game adaptations. While he points out the problems in the licensed-game production cycle and in its procedural issues, he also ends by suggesting a solution, which is the creation of central project management. Failure of a different sort is explored in the next essay, Jesper Juul’s “Fear of Failing? The Many Meanings of Difficulty in Video Games,”
researchers are comparing their results, the knowledge they create will also stand in a more solid ground and be more likely to endure the tests of time and critique. Finally, as interdisciplinary work needs to be conversant with multiple theoretical and conceptual dialects and generally free from domain-specific jargon, it is in good position to make an impact beyond the narrow circles of specialists. It is also possible to argue that as parts of our world are becoming increasingly
experiment with and “open up” already-industrialized media, such as the experiments with film and video during the 1960s, which came to be called “Expanded Cinema.” What used to be separate moments of experimentation with media during the industrial era became the norm in a software society. In other words, the computer legitimizes experimentation with media. In its very structure, new media is “avant-garde” since it is constantly being extended and thus redefined. If in modern culture
no. 2 (October 2006). Available online at
question of 6–8 Star Wars (arcade video game) 156 Tetris 17, 100, 102, 116, 117, 134, 137, Star Wars: Knights of the Old Republic 38, 145–48 116 textual analysis 300, 333, 348, 361, 386 Steinkuehler, Constance 30, 31 texture gradient 151, 154 Straßer, Wolfgang 163 texture mapping 164 Street Fighter 61n1 theater studies 386–88 Street Fighter II xv, 24 theory, purposes of 301–02 Stunt Cycle 160 Thrust 97–9, 104 subcreation studies 384–85 tic-tac-toe 46–7, 350 Subroc-3D 158 Tigon