373,13 €
414,59 €
-10% with code: EXTRA
Metagames
Metagames
373,13
414,59 €
  • We will send in 10–14 business days.
Metagames: Games About Games scrutinizes how various meta devices, such as breaking the fourth wall and unreliable narrator, change and adapt when translated into the uniquely interactive medium of digital games.Through its theoretical analyses and case studies, the book shows how metafictional experimentation can be used to both challenge and push the boundaries of what a game is and what a player's role is in play, and to raise more profound topics such as those describing experiences of peop…
  • Publisher:
  • ISBN-10: 1032615567
  • ISBN-13: 9781032615561
  • Format: 15.6 x 23.4 x 1.3 cm, hardcover
  • Language: English
  • SAVE -10% with code: EXTRA

Metagames (e-book) (used book) | Agata Waszkiewicz | bookbook.eu

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Metagames: Games About Games scrutinizes how various meta devices, such as breaking the fourth wall and unreliable narrator, change and adapt when translated into the uniquely interactive medium of digital games.

Through its theoretical analyses and case studies, the book shows how metafictional experimentation can be used to both challenge and push the boundaries of what a game is and what a player's role is in play, and to raise more profound topics such as those describing experiences of people of oppressed identities. The book is divided into six chapters that deal with the following meta devices: breaking the fourth wall, Hypermediation, unreliable narrator, abusive game design, fragmentation, and parody.

The book will predominantly interest scholars and students of media studies and game studies as it continues discourses held in the discipline regarding the metareferential character of digital games.

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373,13
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  • Author: Agata Waszkiewicz
  • Publisher:
  • ISBN-10: 1032615567
  • ISBN-13: 9781032615561
  • Format: 15.6 x 23.4 x 1.3 cm, hardcover
  • Language: English English

Metagames: Games About Games scrutinizes how various meta devices, such as breaking the fourth wall and unreliable narrator, change and adapt when translated into the uniquely interactive medium of digital games.

Through its theoretical analyses and case studies, the book shows how metafictional experimentation can be used to both challenge and push the boundaries of what a game is and what a player's role is in play, and to raise more profound topics such as those describing experiences of people of oppressed identities. The book is divided into six chapters that deal with the following meta devices: breaking the fourth wall, Hypermediation, unreliable narrator, abusive game design, fragmentation, and parody.

The book will predominantly interest scholars and students of media studies and game studies as it continues discourses held in the discipline regarding the metareferential character of digital games.

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