Nearly 300 games, spanning over 50 years, meticulously interpreted by game scholars over a decade.
近300款游戏,横跨50余年,游戏学者历时10年悉心解读
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.
电子游戏不仅仅是供人娱乐的媒介,更是通向理解世界的知识之门。
本书作者历时10年,深度解读电子游戏,并以克劳福德(Chris Crawford)的游戏设计理念和费尔南德兹-瓦拉(Clara Fernández-Vara)的游戏批评理论为基础,提出了一种游戏批评范式,从消费、性别、跨媒介、区域文化等维度触及1960-2020年代全球热门电子游戏,试图借由批判性反思的视角,透过数字的纷繁,为读者提供理解游戏文化内涵、提升游戏素养的路径,进而以电子游戏为媒,理解这个多元复杂的世界。