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Cited by 116Digital Games and MediaEducational Games and GamificationCinema History and Criticism

The DOI matches its Crossref record.

Introduction to Game Analysis

Fernández-Vara, Clara·2019·Routledge eBooks

Abstract

This accessible textbook gives students the tools they need to analyze games using strategies borrowed from textual analysis. As the field of game studies grows, videogame writing is evolving from the mere evaluation of gameplay, graphics, sound, and replayablity, to more reflective writing that manages to convey the complexity of a game and the way it is played in a cultural context. Clara Fernández-Vara’s concise primer provides readers with instruction on the basic building blocks of game analysis—examination of context, content and reception, and formal qualities—as well as the vocabulary necessary for talking about videogames' distinguishing characteristics. Examples are drawn from a range of games, both digital and non-digital—from Portal and World of Warcraft to Monopoly—and the book provides a variety of exercises and sample analyses, as well as a comprehensive ludography and glossary. In this second edition of the popular textbook, Fernández-Vara brings the book firmly up-to-date, pulling in fresh examples from ground-breaking new works in this dynamic field. Introduction to Game Analysis remains a unique practical tool for students who want to become more fluent writers and critics not only of videogames, but also of digital media overall.

Overview

Integrity signals

Registry

Crossref · 10.4324/9781351140089

Cites

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Cited by

Items 101–115 of 115

Metadata

Authors
Fernández-Vara, C.
Affiliations
New York University (US)
Corresponding author
Fernández-Vara, Clara
Venue
Routledge eBooks
Publisher
Routledge
Published
2019-01-21
OpenAlex
W581086118
Cited by
116
References
0
Citations by year
2026: 9 · 2025: 10 · 2024: 14 · 2023: 25 · 2022: 11 · 2021: 7 · 2020: 10 · 2019: 5
FWCI
8.73
Type
book
Language
en
Open access
closed
Locations
Routledge eBooks (publishedVersion)
Topics
  • Social Sciences › Sociology and Political Science › Digital Games and Media
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Arts and Humanities › Visual Arts and Performing Arts › Cinema History and Criticism
Keywords
match analysis, game studies, video games, game criticism, game reception, game context, game content, digital media, game writing, text analysis

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Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.

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Data sources

Bibliographic data: Semantic Scholar, OpenAlex, Crossref.

Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).

Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.