introduction

gamework

grammar

praxis

ideology

conclusion

works cited

contents








an image of the text: _Game Work: Language, Power, and Computer Game Culture_

 
table of contents
 
Preface vii
Acknowledgments xiii
 
PART 1
Introduction to Part 1
1.) Studying the Computer Game Complex 5
  Computer Games as Mass Culture 9
  Computer Games as Mass Media 13
  Computer Games as Psychophysiological Force 14
  Computer Games as Economic Force 18
  Computer Games as Instructional Force 24
  So, Why Study Computer Games? 25
 
2.) A Grammar of Gamework 27
  Rhetoric and Dialectic 29
  Propositions of the Gamework 31
  The Problematic of Play 34
  The Grammar of Gameworks: Analyzing the Computer Game Complex 41
 
PART 2
Introduction to Part 2
3.) Capturing Imaginations: Rhetoric in the Art of Computer Game Development 71
  Rhetorical Functions Revisited 78
  Rhetoric in the Discourse of Game Developers 80
  Working through the Grammar of Gameworks: Agents, Influences, Manifestations, and Transformative Locales 114
 
4.) Making Meanings out of Contradictions: The Work of Computer Game Reviewing 118
  Computer Game Reviewing Online 120
  Computer Game Reviewing in Print 126
  Playing up Influence to Influence Play 129
  Reviewing the Meanings of the Computer Game Complex 139
 
5.) The Economies of Black and White 140
  Defining Economies 144
  The "Purchase" of Natural Resources 149
  The "Purchase" of Spiritual Resources 154
  The "Purchase" of Temporal Resources 156
  The Work of Black & White 157
  Transformative Locales: Economic Force as Game Work 166
 
Epilogue 169
 
Appendices 171
 
Notes 205
 
Works Cited 219
 
Index 227