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Videogame, player, text, 


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Название:  Videogame, player, text
ISBN: 9780719074011
Издательство: NBN International
Классификация:
ISBN-10: 0719074010
Обложка/Формат: Paperback
Страницы: 264
Вес: 0.34 кг.
Дата издания: 01.11.2007
Язык: English
Размер: 216 x 139 x 20
Читательская аудитория: Further/higher education
Рейтинг:
Поставляется из: Англии
Описание: Videogame, player, text examines the playing and playful subject through a series of analytical essays focused on particular videogames. -- .

Ethnographies of the Videogame

Автор: Thornham
Название: Ethnographies of the Videogame
ISBN: 1138253383 ISBN-13(EAN): 9781138253384
Издательство: Taylor&Francis
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Цена: 57150.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Ethnographies of the Videogame uses the medium of the videogame to explore wider significant sociological issues around new media, interaction, identity, performance, memory and mediation. Addressing questions of how we interpret, mediate and use media texts, particularly in the face of claims about the power of new media to continuously shift the parameters of lived experience, gaming is employed as a 'tool' through which we can understand the gendered and socio-culturally constructed phenomenon of our everyday engagement with media. The book is particularly concerned with issues of agency and power, identifying strong correlations between perceptions of gaming and actual gaming practices, as well as the reinforcement, through gaming, of established (gendered, sexed, and classed) power relationships within households. As such, it reveals the manner in which existing relations re-emerge through engagement with new technology. Offering an empirically grounded understanding of what goes on when we mediate technology and media in our everyday lives Ethnographies of the Videogame is more than a timely intervention into game studies. It provides pertinent and reflexive commentary on the relationship between text and audience, highlighting the relationships of gender and power in gaming practice. As such, it will appeal to scholars interested in media and new media, gender and class, and the sociology of leisure.

The Wealth of Virtual Nations: Videogame Currencies

Автор: Crowley Adam
Название: The Wealth of Virtual Nations: Videogame Currencies
ISBN: 3319851020 ISBN-13(EAN): 9783319851020
Издательство: Springer
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Цена: 51230.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: This book considers representations of wealth and the wealthy in videogames.

Ethnographies of the Videogame: Gender, Narrative and Praxis

Автор: Thornham Helen
Название: Ethnographies of the Videogame: Gender, Narrative and Praxis
ISBN: 0754679780 ISBN-13(EAN): 9780754679783
Издательство: Taylor&Francis
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Цена: 153120.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Uses the medium of the videogame to explore wider significant sociological issues around new media, interaction, identity, performance, memory and mediation. This title addresses questions of how we interpret, mediate and use media texts.

How to Talk about Videogames

Автор: Bogost Ian
Название: How to Talk about Videogames
ISBN: 0816699127 ISBN-13(EAN): 9780816699124
Издательство: Mare Nostrum (Eurospan)
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Цена: 16680.00 T
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Описание: Videogames! Aren’t they the medium of the twenty-first century? The new cinema? The apotheosis of art and entertainment, the realization of Wagnerian gesamtkunstwerk? The final victory of interaction over passivity? No, probably not. Games are part art and part appliance, part tableau and part toaster. In How to Talk about Videogames, leading critic Ian Bogost explores this paradox more thoroughly than any other author to date.Delving into popular, familiar games like Flappy Bird, Mirror’s Edge, Mario Kart, Scribblenauts, Ms. Pac-Man, FarmVille, Candy Crush Saga, Bully, Medal of Honor, Madden NFL, and more, Bogost posits that videogames are as much like appliances as they are like art and media. We don’t watch or read games like we do films and novels and paintings, nor do we perform them like we might dance or play football or Frisbee. Rather, we do something in-between with games. Games are devices we operate, so game critique is both serious cultural currency and self-parody. It is about figuring out what it means that a game works the way it does and then treating the way it works as if it were reasonable, when we know it isn’t.Noting that the term games criticism once struck him as preposterous, Bogost observes that the idea, taken too seriously, risks balkanizing games writing from the rest of culture, severing it from the “rivers and fields” that sustain it. As essential as it is, he calls for its pursuit to unfold in this spirit: “God save us from a future of games critics, gnawing on scraps like the zombies that fester in our objects of study.”

How to Talk about Videogames

Автор: Ian Bogost
Название: How to Talk about Videogames
ISBN: 0816699119 ISBN-13(EAN): 9780816699117
Издательство: Marston Book Services
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Цена: 73920.00 T
Наличие на складе: Невозможна поставка.
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.

Performativity in art, literature, and videogames

Автор: Jayemanne, Darshana
Название: Performativity in art, literature, and videogames
ISBN: 3319544500 ISBN-13(EAN): 9783319544502
Издательство: Springer
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Цена: 102480.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: This book modifies the concept of performativity with media theory in order to build a rigorous method for analyzing videogame performances. Beginning with an interdisciplinary exploration of performative motifs in Western art and literary history, the book shows the importance of framing devices in orienting audiences` experience of art.

Metagaming: Playing, Competing, Spectating, Cheating, Trading, Making, and Breaking Videogames

Автор: Stephanie Boluk, Patrick LeMieux
Название: Metagaming: Playing, Competing, Spectating, Cheating, Trading, Making, and Breaking Videogames
ISBN: 0816687153 ISBN-13(EAN): 9780816687152
Издательство: Mare Nostrum (Eurospan)
Рейтинг:
Цена: 100320.00 T
Наличие на складе: Невозможна поставка.
Описание: The greatest trick the videogame industry ever pulled was convincing the world that videogames were games rather than a medium for making metagames. Elegantly defined as “games about games,” metagames implicate a diverse range of practices that stray outside the boundaries and bend the rules: from technical glitches and forbidden strategies to Renaissance painting, algorithmic trading, professional sports, and the War on Terror. In Metagaming, Stephanie Boluk and Patrick LeMieux demonstrate how games always extend beyond the screen, and how modders, mappers, streamers, spectators, analysts, and artists are changing the way we play.Metagaming uncovers these alternative histories of play by exploring the strange experiences and unexpected effects that emerge in, on, around, and through videogames. Players puzzle through the problems of perspectival rendering in Portal, perform clandestine acts of electronic espionage in EVE Online, compete and commentate in Korean StarCraft, and speedrun The Legend of Zelda in record times (with or without the use of vision). Companies like Valve attempt to capture the metagame through international e-sports and online marketplaces while the corporate history of Super Mario Bros. is undermined by the endless levels of Infinite Mario, the frustrating pranks of Asshole Mario, and even Super Mario Clouds, a ROM hack exhibited at the Whitney Museum of American Art.One of the only books to include original software alongside each chapter, Metagaming transforms videogames from packaged products into instruments, equipment, tools, and toys for intervening in the sensory and political economies of everyday life. And although videogames conflate the creativity, criticality, and craft of play with the act of consumption, we don’t simply play videogames-we make metagames.

Co-creating Videogames

Автор: John Banks
Название: Co-creating Videogames
ISBN: 1474268420 ISBN-13(EAN): 9781474268424
Издательство: Bloomsbury Academic
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Цена: 40120.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: This book draws from, and is supported by, a decade of ethnographic research undertaken with videogames development companies located in Australia and the USA. It explores key contemporary issues in participatory media culture, including questions of technology, labour and professional expertise.

Japanese Culture Through Videogames

Автор: Rachael Hutchinson
Название: Japanese Culture Through Videogames
ISBN: 0367111381 ISBN-13(EAN): 9780367111380
Издательство: Taylor&Francis
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Цена: 148010.00 T
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Описание: Examining a wide range of Japanese videogames, including arcade fighting games, PC-based strategy games and console JRPGs, this book assesses their cultural significance and shows how gameplay and context can be analysed together to understand videogames as a dynamic mode of artistic expression.

Co-creating Videogames

Автор: John Banks
Название: Co-creating Videogames
ISBN: 184966496X ISBN-13(EAN): 9781849664967
Издательство: Bloomsbury Academic
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Цена: 84480.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: This book draws from, and is supported by, a decade of ethnographic research undertaken with videogames development companies located in Australia and the USA. It explores key contemporary issues in participatory media culture, including questions of technology, labour and professional expertise.

Fans and Videogames

Название: Fans and Videogames
ISBN: 0367878526 ISBN-13(EAN): 9780367878528
Издательство: Taylor&Francis
Рейтинг:
Цена: 42870.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: This volume brings together essays that explore game fandom from diverse perspectives to offer a broad and holistic understanding of the complex processes at work in the phenomenon of game fandom and its practices.

Performativity in Art, Literature, and Videogames

Автор: Darshana Jayemanne
Название: Performativity in Art, Literature, and Videogames
ISBN: 3319853961 ISBN-13(EAN): 9783319853963
Издательство: Springer
Рейтинг:
Цена: 130430.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: This book modifies the concept of performativity with media theory in order to build a rigorous method for analyzing videogame performances. Beginning with an interdisciplinary exploration of performative motifs in Western art and literary history, the book shows the importance of framing devices in orienting audiences` experience of art.


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