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Guns, Grenades, and Grunts
First-Person Shooter Games
Guns, Grenades, and Grunts
First-Person Shooter Games
Description
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.
Table of Contents
I. Tutorial
Chapter 1: BattleZone and the Origins of First-Person Shooting Games -- Mark JP Wolf
Chapter 2: Call to Action, Invitation to Play: The Immediacy of the Caricature in Team Fortress 2 -- James Manning
Chapter 3: I Am a Gun: The Avatar and Avatarness in the FPS -- Victor Navarro
Chapter 4: Monsters, Nazis and Tangos: The Normalization of the First-Person Shooter -- Gerald Voorhees
Chapter 5: The Shameful Trinity: Game Studies, Empire, and the Cognitariat -- Toby Miller
II. Campaign
Chapter 6: Bigger, Better, Stronger, Faster: Disposable Bodies and Cyborg Construction -- Josh Call
Chapter 7: Hatched from the Veins in Your Arms": Movement, Ontology and First-Person Gameplay in BioShock -- Gwyneth Peaty
Chapter 8: Meat Chunks in the Metro: The Apocalyptic Soul of the Ukrainian Shooter -- Dan Pinchbeck Chapter 9: More Bang For Your Buck -- Hardware Hacking, Real Money Trade and Transgressive Play within Console Based First Person Shooters --Alan Meades
Chapter 10: 'Tips and tricks to take your game to the next level': Expertise and Identity in FPS Games --Daniel Ashton & James Newman
III. Multiplayer
Chapter 11: 'A Silent Team is a Dead Team': Communicative Norms in Team-based Halo 3 Play -- Nick Taylor
Chapter 12: Challenging the Rules and Roles of Gaming: Griefing as Rhetorical Tactic -- Evan Snider, Tim Lockridge & Dan Lawson
Chapter 13: The Best Possible Story? Learning about WWII from FPS Video Games -- Stephanie Fisher
Chapter 14: Taking Aim at Sexual Harassment: Feminized Performances of Hegemonic Masculinity in the First-Person Shooter Hey Baby -- Jessy Ohl & Aaron Duncan
Chapter 15: Invigorating Play: The Role of Affect in Online Multiplayer FPS Games -- Chris Moore
Chapter 16: Repelling the Invasion of the 'Other': Post-Apocalyptic Alien Shooter Videogames Addressing Contemporary Cultural Attitudes -- Ryan Lizardi
Chapter 17: Face to Face: Humanizing the Digital Display in Call of Duty: Modern Warfare 2 -- Timothy Welsh
About the Contributors
Index
Product details

Published | 02 Nov 2012 |
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Format | Ebook (PDF) |
Edition | 1st |
Extent | 448 |
ISBN | 9781441146267 |
Imprint | Bloomsbury Academic |
Illustrations | 25 |
Series | Approaches to Digital Game Studies |
Publisher | Bloomsbury Publishing |
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