|Item type||Home library||Collection||Class number||Status||Date due||Barcode||Item reservations|
|Long loan||London College of Communication Main collection||Printed books||306.487 VOO (Browse shelf (Opens below))||Available||54225433|
Enhanced descriptions from Syndetics:
Known for their visibility and tendency to generate controversy, first-person shooter (FPS) games are cultural icons and powder-kegs in American society. Contributors will examine a range of FPS games such as the Doom, Half-Life, System Shock, Deus Ex, Halo, Medal of Honor and Call of Duty franchises. By applying and enriching a broad range of perspectives, this volume will address the cultural relevance and place of the genre in game studies, game theory and the cultures of game players.
Guns, Grenades, and Grunts gathers scholars from all disciplines to bring the weight of contemporary social theory and media criticism to bear on the public controversy and intellectual investigation of first-person shooter games. As a genre, FPS games have helped shepherd the game industry from the early days of shareware distribution and underground gaming clans to contemporary multimillion dollar production budgets, Hollywood-style launches, downloadable content and worldwide professional gaming leagues. The FPS has been and will continue to be a staple of the game market.
Includes bibliographical references and index.
Reviews provided by Syndetics
CHOICE Review"First-person shooters" are one of the most fundamental and important videogame genres. Many critiques of this type of game have been put forth by those with little experience of actual game play. Voorhees (media and cultural studies, Oregon State Univ.), Call (English, Grand View Univ.), and Whitlock (theater, California State Univ., Chico) include here essays that explore the genre in specific and useful detail from the perspective of the expert player. The contributors (professors and graduate students) have obviously put in a lot of time playing games. The essays are nuanced, carefully researched and supported critiques of specific aspects of first-person shooters. James Manning's analysis of the heads-up display (HUD) in Team Fortress 2 and Gwyneth Peaty's discussion of the permeability of avatar bodies in Bioshock are especially strong. Transgressive play, the importance of narrative, and the ability of narrative games to successfully teach history are among other topics. The weakest essays are those with a more general and theoretical focus, but these are few. Screenshots illustrate specific points, but the reproduction is so dark and poor as to render them almost useless. Summing Up: Recommended. All readers. E. Bertozzi Long Island University
Author notes provided by Syndetics
Joshua Call, Ph.D. is an Assistant Professor in the Department of English at Grand View University.
Katie Whitlock, Ph.D. is an Associate Professor in the Department of Theatre at California State University, Chico.