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How to Do Things with Videogames, Bogost Ian


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Цена: 15830T
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Наличие: Поставка под заказ.  Есть в наличии на складе поставщика.
Склад Англия: 2 шт.  Склад Америка: 2 шт.  
При оформлении заказа до: 27 авг 2024
Ориентировочная дата поставки: Октябрь

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Автор: Bogost Ian
Название:  How to Do Things with Videogames   (Ян Богост: Как создавать объекты в видеоиграх)
Издательство: Marston Book Services
Классификация:
ISBN: 081667647X
ISBN-13(EAN): 9780816676477
Обложка/Формат: Paperback
Страницы: 192
Вес: 0.264 кг.
Дата издания: 30.08.2011
Серия: Electronic mediations
Язык: English
Размер: 217 x 142 x 15
Читательская аудитория: General (us: trade)
Рейтинг:
Поставляется из: Англии
Описание: A fresh look at computer games as a mature mass medium with unlimited potential for cultural transformation

Geek`s chihuahua

Автор: Bogost, Prof. Ian
Название: Geek`s chihuahua
ISBN: 0816699135 ISBN-13(EAN): 9780816699131
Издательство: Marston Book Services
Рейтинг:
Цена: 8910 T
Наличие на складе: Нет в наличии.
Описание: The evolution and meaning of our love affair with Apple and its devices

Play Anything: The Pleasure of Limits, the Uses of Boredom, and the Secret of Games

Автор: Bogost Ian
Название: Play Anything: The Pleasure of Limits, the Uses of Boredom, and the Secret of Games
ISBN: 0465051723 ISBN-13(EAN): 9780465051724
Издательство: Little, Brown
Рейтинг:
Цена: 22770 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: How filling life with play whether soccer or lawn mowing, counting sheep or tossing Angry Birds forges a new path for creativity and joy in our impatient age
Life is no game. It s demanding, boring, and rarely fun. But what if we ve got games wrong? Playing anything whether an instrument, a sport, or a video game takes hard work and makes absurd demands. Where s the fun in that?
In "Play Anything," acclaimed philosopher and award-winning game designer Ian Bogost reveals that play isn t a mindless escape from boring reality. Instead, play is what happens when we accept limitations, narrow our focus, and consequently have fun. Which is also how to live a good life. Manipulating cards to make a poker hand is no different than treating chores and obligations as tools but which we can discover new happiness.
Ranging from Internet culture to moral philosophy, from ancient poetics to modern consumerism, "Play Anything" reveals how today s chaotic world can only be tamed and enjoyed when we first impose boundaries on ourselves.
"

How to Talk about Videogames

Автор: Bogost Ian
Название: How to Talk about Videogames
ISBN: 0816699127 ISBN-13(EAN): 9780816699124
Издательство: Marston Book Services
Рейтинг:
Цена: 16820 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Leading critic Ian Bogost posits that gamecritique is both serious cultural currency and selfparody. Noting that the termgames criticism once struck him as preposterous, Bogost observes that the idea,taken too seriously, risks balkanizing games writing from the rest of culture.

Alien Phenomenology, or What It`s Like to Be a Thing

Автор: Bogost Ian
Название: Alien Phenomenology, or What It`s Like to Be a Thing
ISBN: 0816678987 ISBN-13(EAN): 9780816678983
Издательство: Marston Book Services
Рейтинг:
Цена: 16820 T
Наличие на складе: Невозможна поставка.
Описание: A bold new metaphysics that explores how all things-from atoms to green chiles, cotton to computers-interact with, perceive, and experience one another

Unit operations

Автор: Bogost, Ian
Название: Unit operations
ISBN: 0262524872 ISBN-13(EAN): 9780262524872
Издательство: MIT Press
Рейтинг:
Цена: 21160 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание:

In Unit Operations, Ian Bogost argues that similar principles underlie both literary theory and computation, proposing a literary-technical theory that can be used to analyze particular videogames. Moreover, this approach can be applied beyond videogames: Bogost suggests that any medium -- from videogames to poetry, literature, cinema, or art -- can be read as a configurative system of discrete, interlocking units of meaning, and he illustrates this method of analysis with examples from all these fields. The marriage of literary theory and information technology, he argues, will help humanists take technology more seriously and hep technologists better understand software and videogames as cultural artifacts. This approach is especially useful for the comparative analysis of digital and nondigital artifacts and allows scholars from other fields who are interested in studying videogames to avoid the esoteric isolation of "game studies."

The richness of Bogost's comparative approach can be seen in his discussions of works by such philosophers and theorists as Plato, Badiou, Zizek, and McLuhan, and in his analysis of numerous videogames including Pong, Half-Life, and Star Wars Galaxies. Bogost draws on object technology and complex adaptive systems theory for his method of unit analysis, underscoring the configurative aspects of a wide variety of human processes. His extended analysis of freedom in large virtual spaces examines Grand Theft Auto 3, The Legend of Zelda, Flaubert's Madame Bovary, and Joyce's Ulysses. In Unit Operations, Bogost not only offers a new methodology for videogame criticism but argues for the possibility of real collaboration between the humanities and information technology.



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