Playful Chronicles: Viewing the World Through Video Games/嬉游志:透过电子游戏看

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Bol Nearly 300 games, spanning over 50 years, meticulously interpreted by game scholars over a decade.¿300¿¿¿¿¿¿50¿¿¿¿¿¿¿¿¿10¿¿¿¿¿Video games are more than just a medium for entertainment; they serve as a gateway to understanding the world through knowledge.Over a span of ten years, the author of this book has conducted in-depth analyses of video games. Building on the game design philosophy of Chris Crawford and the game criticism theory of Clara Fernández-Vara, the author proposes a paradigm for game criticism. This approach examines globally popular video games from the 1960s to the 2020s through lenses such as consumption, gender, transmediality, and regional culture. By adopting a perspective of critical reflection, the book aims to cut through the digital complexity and offer readers a path to comprehend the cultural significance of games and enhance their gaming literacy. Ultimately, it seeks to use video games as a medium for understanding our diverse and complex world.¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿10¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿Chris Crawford¿¿¿¿¿¿¿¿¿¿¿¿¿¿-¿¿¿Clara Fernández-Varä¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿1960-2020¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿

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Nearly 300 games, spanning over 50 years, meticulously interpreted by game scholars over a decade.¿300¿¿¿¿¿¿50¿¿¿¿¿¿¿¿¿10¿¿¿¿¿Video games are more than just a medium for entertainment; they serve as a gateway to understanding the world through knowledge.Over a span of ten years, the author of this book has conducted in-depth analyses of video games. Building on the game design philosophy of Chris Crawford and the game criticism theory of Clara Fernández-Vara, the author proposes a paradigm for game criticism. This approach examines globally popular video games from the 1960s to the 2020s through lenses such as consumption, gender, transmediality, and regional culture. By adopting a perspective of critical reflection, the book aims to cut through the digital complexity and offer readers a path to comprehend the cultural significance of games and enhance their gaming literacy. Ultimately, it seeks to use video games as a medium for understanding our diverse and complex world.¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿10¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿Chris Crawford¿¿¿¿¿¿¿¿¿¿¿¿¿¿-¿¿¿Clara Fernández-Varä¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿1960-2020¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿¿


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