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| Series Editor's Foreword | p. ix |
| Studying Computer Games | p. 1 |
| What is games culture? | p. 2 |
| Theories of technology | p. 4 |
| Interactivity | p. 5 |
| Spectatorship and the 'problem' of immersion | p. 8 |
| Representation and simulation | p. 10 |
| Consumption/production | p. 13 |
| Technicity | p. 15 |
| Work and play | p. 18 |
| ... MORE | p. 20 |
| Further reading | p. 20 |
| Play, Technology and Culture | p. 22 |
| The ludological turn | p. 22 |
| Play theory history | p. 23 |
| The rules | p. 25 |
| The time and space of play | p. 28 |
| The magic circle and its contexts - seven rhetorics | p. 29 |
| The subject in play | p. 32 |
| The social subject in play | p. 34 |
| Gendering play space | p. 36 |
| Technoplay | p. 38 |
| Ludic cultures and critiques | p. 39 |
| Conclusion | p. 40 |
| Further reading | p. 42 |
| Cultures of Production | p. 43 |
| The Trojan Horse in the digital parlour | p. 43 |
| The economic system | p. 46 |
| The developers | p. 46 |
| The publishers | p. 49 |
| The technologists in the economic system | p. 50 |
| The system of technology | p. 51 |
| Upgrade culture | p. 52 |
| Making it real | p. 53 |
| Game engines | p. 57 |
| The system of culture | p. 59 |
| Conclusion | p. 61 |
| Further reading | p. 62 |
| Networks of Technicity | p. 63 |
| Identity, culture and technology | p. 63 |
| Technicity and hegemony | p. 64 |
| Framing technicity - hackers and cyborgs | p. 65 |
| The hacker ethos and mythos | p. 67 |
| The cyborg - manifesto and manifestations | p. 68 |
| From margin to centre - discourses of dominant technicity | p. 69 |
| Magical things of wonderment | p. 72 |
| Edge as cultural capital | p. 77 |
| Gendering technology | p. 79 |
| The invisible 'others' in cyberculture | p. 80 |
| The 'other' histories of computer gaming cultures | p. 81 |
| Conclusion | p. 82 |
| Further reading | p. 83 |
| Computer Game as Media Text? | p. 84 |
| Can a computer game be treated as a text? | p. 84 |
| Case studies in computer game analysis | p. 86 |
| Computer games as fictional worlds | p. 88 |
| Lara as object and subject | p. 89 |
| Identification, investment and immersion | p. 90 |
| Avatar as 'vehicle' | p. 91 |
| Representation and experience | p. 92 |
| Narrative to navigation | p. 93 |
| Character to capability | p. 96 |
| Representation to ritual | p. 99 |
| Conclusion | p. 101 |
| Further reading | p. 103 |
| Bodies and Machines: Cyborg Subjectivity and Gameplay | p. 104 |
| Flow, immersion and configuration | p. 104 |
| Why the body matters in gameplay | p. 106 |
| Bodies and avatars | p. 107 |
| Why the cyborg? - gameplay as cybernetic | p. 108 |
| The cyborg at the machine | p. 110 |
| The cyborg in the machine | p. 111 |
| Gameplay and technicity | p. 113 |
| Gameplay as cyborg performance | p. 115 |
| Cyborg performances and playful selves | p. 117 |
| Cyborgian heterotopias | p. 118 |
| Conclusion | p. 119 |
| Further reading | p. 122 |
| Interventions and Recuperations? | p. 123 |
| Computer games as co-creative media | p. 123 |
| Aspiration, tributes and tactics | p. 125 |
| Productive paradox - women and Quake | p. 127 |
| From piracy to open systems - configurative practice as brand loyalty? | p. 129 |
| A brief history of modding | p. 131 |
| The age of co-creative media | p. 132 |
| Fan art | p. 135 |
| Mod arts | p. 136 |
| Tactical arts | p. 139 |
| Playing at technicity | p. 141 |
| Conclusion | p. 142 |
| Further reading | p. 143 |
| Glossary Terms | p. 144 |
| References | p. 150 |
| Gameography/Ludography | p. 162 |
| Index | p. 165 |
| Table of Contents provided by Ingram. All Rights Reserved. |