takes an innovative approach to game design, combining genre theory and semiotics. U.K. games professor Clive Fencott introduces a practical critical DIY toolbox for analyzing existing games and designing future games. He explores an unconventional assortment of specific games in depth to show the value and limitations of various theories, paying close attention to several games outside of the mainstream. Fencott also investigates possible futures in game building, applications, and virtual realities. Personable and engaging, this book is meant for undergraduate and graduate students in games programming, games design, communications studies, and media studies, as well as recent grads looking for an edge in beginning their programming/design careers.
Keywords: Computer Game Software