Réseaux #67

Réseaux : Dossier - Les jeux vidéo, 1994, n°67, 236p

Digital Games as History : How Videogames Represent the Past and Offer Access to Historical Practice

This book provides the first in-depth exploration of video games as history. Chapman puts forth five basic categories of analysis for understanding historical video games: simulation and epistemology, time, space, narrative, and affordance. Through these methods of analysis he explores what these games uniquely offer as a new form of history and how they produce [...]

The Ultimate History of Video Games From Pong to Pokemon

With all the whiz, bang, pop, and shimmer of a glowing arcade. The Ultimate History of Video Games reveals everything you ever wanted to know and more about the unforgettable games that changed the world, the visionaries who made them, and the fanatics who played them. From the arcade to television and from the PC to the [...]

Understanding Media Culture

‘Engaging, clear and often witty, this is a much needed comprehensive introduction to media studies.’ John Ellis, Professor and Head of Research, Bourne ‘In his book, Jostein Gripsud provides an admirable overview of communication studies…It is one of the strengths of this book that he presents some conclusions from his previous works that are not [...]

Games of Empire : Global Capitalism and Video Games

In the first decade of the twenty-first century, video games are an integral part of global media culture, rivaling Hollywood in revenue and influence. No longer confined to a subculture of adolescent males, video games today are played by adults around the world. At the same time, video games have become major sites of corporate [...]

Korea’s Online Gaming Empire

In South Korea, online gaming is a cultural phenomenon. Games are broadcast on television, professional gamers are celebrities, and youth culture is often identified with online gaming. Uniquely in the online games market, Korea not only dominates the local market but has also made its mark globally. In Korea’s Online Gaming Empire, Dal Yong Jin [...]

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 [...]

Communications n°88 / 2011 – Cultures du Numérique EHESS – Centre Edgar Morin

« Comment définir les cultures du numérique ? Quels possibles ouvrent-elles aux citoyens, aux décideurs politiques, aux acteurs sociaux ? Quelles conséquences pour nos sociétés ? Ce numéro spécial de Communications, marquant les 50 ans de la revue, propose un bilan critique des usages et des imaginaires du numérique. Les ordinateurs en réseaux n’ont pas [...]

Digital Play : The Interaction of Technology, Culture and Marketing

Digital Play Traces the development of video gaming from its origins in hacker circles to its status as a $20 billion global cultural industry. This book intends to debunk cyber-guru optimism about globally networked digital communications by analysing the management practices of the corporations that designed and marketed video games to youthful audiences.

Qu’est-ce qu’un bon film ?

A l’appui des appréciations innombrables que chacun de nous (profane, amateur, cinéphile ou critique) porte au fil des jours sur tel et tel films de cinéma, il n’est guère difficile de repérer certains critères fortement récurrents. Sous des habillages infiniment variés – du plus naïf au plus distingué -, Laurent tullier, isole six critères de [...]