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  • Tomb Raiders and Space Invaders: Videogame Forms and Contexts

    Tomb Raiders and Space Invaders by King, Geoff; Krzywinska, Tanya;

    Videogame Forms and Contexts

      • GET 20% OFF

      • The discount is only available for 'Alert of Favourite Topics' newsletter recipients.
      • Publisher's listprice GBP 25.99
      • The price is estimated because at the time of ordering we do not know what conversion rates will apply to HUF / product currency when the book arrives. In case HUF is weaker, the price increases slightly, in case HUF is stronger, the price goes lower slightly.

        13 153 Ft (12 527 Ft + 5% VAT)
      • Discount 20% (cc. 2 631 Ft off)
      • Discounted price 10 523 Ft (10 022 Ft + 5% VAT)

    13 153 Ft

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    Availability

    printed on demand

    Why don't you give exact delivery time?

    Delivery time is estimated on our previous experiences. We give estimations only, because we order from outside Hungary, and the delivery time mainly depends on how quickly the publisher supplies the book. Faster or slower deliveries both happen, but we do our best to supply as quickly as possible.

    Product details:

    • Publisher I.B. Tauris
    • Date of Publication 26 October 2005
    • Number of Volumes Paperback

    • ISBN 9781850438144
    • Binding Paperback
    • No. of pages272 pages
    • Size 234x156 mm
    • Weight 390 g
    • Language English
    • 0

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    Long description:

    Videogames now rival Hollywood cinema in popularity and profits and there are huge followings for titles such as Tomb Raider or The Sims. Exactly what games offer, however, as a distinct form of entertainment, has received scant attention. This book is a valuable contribution to this new field. Its main focus is on key formal aspects of games and the experiences and pleasures offered by the activities they require of the player. A wide range of games are considered, from first-person shooters to third-person action-adventures, strategy, sports-related and role-playing games. Issues examined in detail include the characteristics of gameplay and its relationship with narrative, genre, virtual landscapes, realism, spectacle and sensation. Lively and accessible in style, this book is written for both an academic readership and the wider audience of gamers and those interested in popular culture.

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