In recent years, computer technology has permeated all aspects of life--not just work and education, but also leisure time. Increasingly, digital games are the way we play. This volume addresses the world of digital games, with special emphasis on the role and input of the gamer. In fifteen essays, the contributors discuss the various ways the game player interacts with the game. The first half of the book considers the physical and mental aspects of digital game play. The second section concentrates on other factors that influence play. Essays cover the full range of digital gaming, including computer and video games. Topics include several detailed investigations of particular, often controversial games such as Grand Theft Auto: Vice City, as well as a consideration of the ways in which game-playing crosses socioeconomic, age, gender and racial lines. The concluding essays discuss scholars' perceptions of digital media and efforts to frame them.A year later, Charles McCoy Jr. was arrested for serial sniper shootings in Ohio, and video games were confiscated from his home by ... Other than the randomness of these violent crimes, they would seem to have little to do with each other. ... Grand Theft Auto games (primarily, Grand Theft Auto III, Grand Theft Auto: Vice City, and Grand Theft Auto: San Andreas). ... of The Grand Theft Auto series; each gamea#39;s avatar is a wanted criminal who may participate in tasks involving robberies, anbsp;...
|Publisher||:||McFarland - 2005-08-11|