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Sexuality in Role-Playing Games, Brown


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Автор: Brown
Название:  Sexuality in Role-Playing Games
ISBN: 9781138812550
Издательство: Taylor&Francis
Классификация:


ISBN-10: 1138812552
Обложка/Формат: Hardback
Страницы: 156
Вес: 0.36 кг.
Дата издания: 31.03.2015
Серия: Routledge advances in game studies
Язык: English
Иллюстрации: 1 halftones, black and white
Размер: 238 x 159 x 15
Читательская аудитория: Undergraduate
Ключевые слова: Media studies, GAMES / Role Playing & Fantasy,GAMES / Video & Electronic,SOCIAL SCIENCE / Media Studies
Основная тема: Video Games
Ссылка на Издательство: Link
Рейтинг:
Поставляется из: Европейский союз
Описание:

Role-playing games offer a chance to pretend, make believe, and share fantasy. They often invoke heavy themes into their game play: morality, violence, politics, spirituality, or sexuality. Although interesting moral debates perennially appear in the media and academia concerning the appropriateness of games ability to deal with such adult concepts, very little is known about the intersection between games, playfulness, and sexuality and what this might mean for players.

This book offers an in-depth, ethnographic look into the phenomenon of erotic role-play through the experiences of players in multiplayer and tabletop role-playing games. Brown explores why participants engage in erotic role-play; discusses the rules involved in erotic role-play; and uncovers what playing with sexuality in ludic environments means for players, their partners, and their everyday lives. Taken together, this book provides a rich, nuanced, and detailed account of a provocative topic.



Sexuality in Role-Playing Games

Автор: Brown
Название: Sexuality in Role-Playing Games
ISBN: 1138097705 ISBN-13(EAN): 9781138097704
Издательство: Taylor&Francis
Рейтинг:
Цена: 48990.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание:

Role-playing games offer a chance to pretend, make believe, and share fantasy. They often invoke heavy themes into their game play: morality, violence, politics, spirituality, or sexuality. Although interesting moral debates perennially appear in the media and academia concerning the appropriateness of games' ability to deal with such adult concepts, very little is known about the intersection between games, playfulness, and sexuality and what this might mean for players.

This book offers an in-depth, ethnographic look into the phenomenon of erotic role-play through the experiences of players in multiplayer and tabletop role-playing games. Brown explores why participants engage in erotic role-play; discusses the rules involved in erotic role-play; and uncovers what playing with sexuality in ludic environments means for players, their partners, and their everyday lives. Taken together, this book provides a rich, nuanced, and detailed account of a provocative topic.


Playing with the Past: Digital Games and the Simulation of History

Автор: Matthew Wilhelm Kapell, Andrew B.R. Elliott
Название: Playing with the Past: Digital Games and the Simulation of History
ISBN: 1623566142 ISBN-13(EAN): 9781623566142
Издательство: Bloomsbury Academic
Рейтинг:
Цена: 147840.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание:

Game Studies is a rapidly growing area of contemporary scholarship, yet volumes in the area have tended to focus on more general issues. With Playing with the Past, game studies is taken to the next level by offering a specific and detailed analysis of one area of digital game play -- the representation of history. The collection focuses on the ways in which gamers engage with, play with, recreate, subvert, reverse and direct the historical past, and what effect this has on the ways in which we go about constructing the present or imagining a future.

What can World War Two strategy games teach us about the reality of this complex and multifaceted period? Do the possibilities of playing with the past change the way we understand history? If we embody a colonialist's perspective to conquer 'primitive' tribes in Colonization, does this privilege a distinct way of viewing history as benevolent intervention over imperialist expansion? The fusion of these two fields allows the editors to pose new questions about the ways in which gamers interact with their game worlds. Drawing these threads together, the collection concludes by asking whether digital games - which represent history or historical change - alter the way we, today, understand history itself.


Video Games and Storytelling: Reading Games and Playing Books

Автор: Mukherjee Souvik
Название: Video Games and Storytelling: Reading Games and Playing Books
ISBN: 1349580147 ISBN-13(EAN): 9781349580149
Издательство: Springer
Цена: 46570.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: The potential of video games as storytelling media and the deep involvement that players feel when they are part of the story needs to be analysed vis-a-vis other narrative media. This book underscores the importance of video games as narratives and offers a framework for analysing the many-ended stories that often redefine real and virtual lives.

Playing with the Past: Digital Games and the Simulation of History

Автор: Matthew Wilhelm Kapell, Andrew B.R. Elliott
Название: Playing with the Past: Digital Games and the Simulation of History
ISBN: 1623567289 ISBN-13(EAN): 9781623567286
Издательство: Bloomsbury Academic
Рейтинг:
Цена: 40120.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание:

Game Studies is a rapidly growing area of contemporary scholarship, yet volumes in the area have tended to focus on more general issues. With Playing with the Past, game studies is taken to the next level by offering a specific and detailed analysis of one area of digital game play -- the representation of history. The collection focuses on the ways in which gamers engage with, play with, recreate, subvert, reverse and direct the historical past, and what effect this has on the ways in which we go about constructing the present or imagining a future.

What can World War Two strategy games teach us about the reality of this complex and multifaceted period? Do the possibilities of playing with the past change the way we understand history? If we embody a colonialist's perspective to conquer 'primitive' tribes in Colonization, does this privilege a distinct way of viewing history as benevolent intervention over imperialist expansion? The fusion of these two fields allows the editors to pose new questions about the ways in which gamers interact with their game worlds. Drawing these threads together, the collection concludes by asking whether digital games - which represent history or historical change - alter the way we, today, understand history itself.


Rated M for Mature: Sex and Sexuality in Video Games

Автор: Matthew Wysocki, Evan W. Lauteria
Название: Rated M for Mature: Sex and Sexuality in Video Games
ISBN: 1628925760 ISBN-13(EAN): 9781628925760
Издательство: Bloomsbury Academic
Рейтинг:
Цена: 137280.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание:

The word sex has many implications when it is used in connection with video games. As game studies scholars have argued, games are player-driven experiences. Players must participate in processes of play to move the game forward. The addition of content that incorporates sex and/or sexuality adds complexity that other media do not share.

Rated M for Mature further develops our understanding of the practices and activities of video games, specifically focusing on the intersection of games with sexual content. From the supposed scandal of "Hot Coffee" to the emergence of same-sex romance options in RPGs, the collection explores the concepts of sex and sexuality in the area of video games.


Does Playing Video Games Make Players More Violent?

Автор: Gunter
Название: Does Playing Video Games Make Players More Violent?
ISBN: 1137579846 ISBN-13(EAN): 9781137579843
Издательство: Springer
Рейтинг:
Цена: 93160.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: This book is an academic work which reviews and critiques the research literature concerning violent games and their alleged effects on players. It examines the debates about the potential effects of these games and the divisions between scholars working in the field. It places the research on violent video games in the longer historical context of scholarly work on media violence. It examines research from around the world on the nature of video games and their effects. It provides a critique of relevant theories of media violence effects and in particular theories developed within the older media violence literature and then considers how useful this and newer scholarly work might be for policy-makers and regulators. The book identifies where gaps exist in the extent literature and where future research attention might be directed.

Playing War: Military Video Games After 9/11

Автор: Matthew Payne
Название: Playing War: Military Video Games After 9/11
ISBN: 147980522X ISBN-13(EAN): 9781479805228
Издательство: Mare Nostrum (Eurospan)
Рейтинг:
Цена: 30090.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: The culture that made military shooter video games popular and key in understanding the War on Terror.                                                                                                                                                                                                                                                           No video game genre has been more popular or more lucrative in recent years than the “military shooter.” Franchises such as Call of Duty, Battlefield, and those bearing Tom Clancy’s name turn over billions of dollars annually by promising to immerse players in historic and near-future battles, converting the reality of contemporary conflicts into playable, experiences. In the aftermath of 9/11, these games transformed a national crisis into fantastic and profitable adventures, where seemingly powerless spectators became solutions to these virtual Wars on Terror.             Playing War provides a cultural framework for understanding the popularity of military-themed video games and their significance in the ongoing War on Terror. Matthew Payne examines post-9/11 shooter-style game design as well as gaming strategies to expose how these practices perpetuate and challenge reigning political beliefs about America’s military prowess and combat policies. Far from offering simplistic escapist pleasures, these post-9/11 shooters draw on a range of nationalist mythologies, positioning the player as the virtual hero at every level. Through close readings of key games, analyses of marketing materials, and participant observations of the war gaming community, Playing War examines an industry mobilizing anxieties about terrorism and invasion to craft immersive titles that transform international strife into interactive fun.   

Playing War: Military Video Games After 9/11

Автор: Matthew Payne
Название: Playing War: Military Video Games After 9/11
ISBN: 1479848565 ISBN-13(EAN): 9781479848560
Издательство: Mare Nostrum (Eurospan)
Рейтинг:
Цена: 74410.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: The culture that made military shooter video games popular and key in understanding the War on Terror.                                                                                                                                                                                                                                                           No video game genre has been more popular or more lucrative in recent years than the “military shooter.” Franchises such as Call of Duty, Battlefield, and those bearing Tom Clancy’s name turn over billions of dollars annually by promising to immerse players in historic and near-future battles, converting the reality of contemporary conflicts into playable, experiences. In the aftermath of 9/11, these games transformed a national crisis into fantastic and profitable adventures, where seemingly powerless spectators became solutions to these virtual Wars on Terror.             Playing War provides a cultural framework for understanding the popularity of military-themed video games and their significance in the ongoing War on Terror. Matthew Payne examines post-9/11 shooter-style game design as well as gaming strategies to expose how these practices perpetuate and challenge reigning political beliefs about America’s military prowess and combat policies. Far from offering simplistic escapist pleasures, these post-9/11 shooters draw on a range of nationalist mythologies, positioning the player as the virtual hero at every level. Through close readings of key games, analyses of marketing materials, and participant observations of the war gaming community, Playing War examines an industry mobilizing anxieties about terrorism and invasion to craft immersive titles that transform international strife into interactive fun.   

Role-playing game studies

Название: Role-playing game studies
ISBN: 1138638900 ISBN-13(EAN): 9781138638907
Издательство: Taylor&Francis
Рейтинг:
Цена: 234790.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: This collection offers readers a comprehensive, multidisciplinary, international, and transmedia examination of roleplaying games Each chapter includes key terms, sidebars with additional content, and recommended readings to help both students and postgraduates new to roleplaying games get the full scope of this interdisciplinary field.

Gaming at the Edge: Sexuality and Gender at the Margins of Gamer Culture

Автор: Shaw Adrienne
Название: Gaming at the Edge: Sexuality and Gender at the Margins of Gamer Culture
ISBN: 0816693161 ISBN-13(EAN): 9780816693160
Издательство: Mare Nostrum (Eurospan)
Рейтинг:
Цена: 23410.00 T
Наличие на складе: Нет в наличии.
Описание: " Video games have long been seen as the exclusive territory of young, heterosexual white males. In a media landscape dominated by such gamers, players who do not fit this mold, including women, people of color, and LGBT people, are often brutalized in forums and in public channels in online play. Discussion of representation of such groups in games has frequently been limited and cursory. In contrast, Gaming at the Edge builds on feminist, queer, and postcolonial theories of identity and draws on qualitative audience research methods to make sense of how representation comes to matter. In Gaming at the Edge, Adrienne Shaw argues that video game players experience race, gender, and sexuality concurrently. She asks: How do players identify with characters? How do they separate identification and interactivity? What is the role of fantasy in representation? What is the importance of understanding market logic? In addressing these questions Shaw reveals how representation comes to matter to participants and offers a perceptive consideration of the high stakes in politics of representation debates. Putting forth a framework for talking about representation, difference, and diversity in an era in which user-generated content, individualized media consumption, and the blurring of producer/consumer roles has lessened the utility of traditional models of media representation analysis, Shaw finds new insight on the edge of media consumption with the invisible, marginalized gamers who are surprising in both their numbers and their influence in mainstream gamer culture. "--


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