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Multiplayer Online Games, Freeman


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Автор: Freeman
Название:  Multiplayer Online Games
ISBN: 9780815392873
Издательство: Taylor&Francis
Классификация:



ISBN-10: 0815392877
Обложка/Формат: Hardback
Страницы: 178
Вес: 0.47 кг.
Дата издания: 27.02.2018
Язык: English
Иллюстрации: 50 illustrations, black and white
Размер: 165 x 242 x 16
Читательская аудитория: Tertiary education (us: college)
Ключевые слова: Digital animation, COMPUTERS / Programming / Games,COMPUTERS / Social Aspects / Human-Computer Interaction
Основная тема: Game Development
Подзаголовок: Origins, players, and social dynamics
Ссылка на Издательство: Link
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Поставляется из: Европейский союз
Описание:

Multiplayer Online Games (MOGs) have become a new genre of play culture, integrating communication and entertainment in a playful, computer-mediated environment that evolves through user interaction. This book comprehensively reviews the origins, players, and social dynamics of MOGs, as well as six major empirical research methods used in previous works to study MOGs (i.e., observation/ethnography, survey/interviews, content and discourse analysis, experiments, network analysis, and case studies). It concludes that MOGs represent a highly sophisticated, networked, multimedia and multimodal Internet technology, which can construct entertaining, simultaneous, persistent social virtual worlds for gamers. Overall, the book shows that what we can learn from MOGs is how games and gaming, as ubiquitous activities, fit into ordinary life in todays information society, in the moments where the increased use of media as entertainment, the widespread application of networked information technologies, and participation in new social experiences intersect.

Key Features:

  • Contains pertinent knowledge about online gaming: its history, technical features, player characteristics, social dynamics, and research methods
  • Sheds light on the potential future of online gaming, and how this would impact every aspect of our everyday lives - socially, culturally, technologically, and economically
  • Asks promising questions based on cutting-edge research in the field of online game design and development


Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds

Автор: Pearce, Celia
Название: Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds
ISBN: 026251673X ISBN-13(EAN): 9780262516730
Издательство: MIT Press
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Цена: 18480.00 T
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Описание:

The odyssey of a group of "refugees" from a closed-down online game and an exploration of emergent fan cultures in virtual worlds.

Play communities existed long before massively multiplayer online games; they have ranged from bridge clubs to sports leagues, from tabletop role-playing games to Civil War reenactments. With the emergence of digital networks, however, new varieties of adult play communities have appeared, most notably within online games and virtual worlds. Players in these networked worlds sometimes develop a sense of community that transcends the game itself.

In Communities of Play, game researcher and designer Celia Pearce explores emergent fan cultures in networked digital worlds -- actions by players that do not coincide with the intentions of the game's designers. Pearce looks in particular at the Uru Diaspora -- a group of players whose game, Uru: Ages Beyond Myst, closed. These players (primarily baby boomers) immigrated into other worlds, self-identifying as "refugees"; relocated in There.com, they created a hybrid culture integrating aspects of their old world. Ostracized at first, they became community leaders. Pearce analyzes the properties of virtual worlds and looks at the ways design affects emergent behavior. She discusses the methodologies for studying online games, including a personal account of the sometimes messy process of ethnography. Pearce considers the "play turn" in culture and the advent of a participatory global playground enabled by networked digital games every bit as communal as the global village Marshall McLuhan saw united by television. Countering the ludological definition of play as unproductive and pointing to the long history of pre-digital play practices, Pearce argues that play can be a prelude to creativity.


Thinking about Video Games: Interviews with the Experts

Автор: Heineman David S.
Название: Thinking about Video Games: Interviews with the Experts
ISBN: 0253017106 ISBN-13(EAN): 9780253017109
Издательство: Mare Nostrum (Eurospan)
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Цена: 71060.00 T
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Описание:

The growth in popularity and complexity of video games has spurred new interest in how games are developed and in the research and technology behind them. David Heineman brings together some of the most iconic, influential, and interesting voices from across the gaming industry and asks them to weigh in on the past, present, and future of video games. Among them are legendary game designers Nolan Bushnell (Pong) and Eugene Jarvis (Defender), who talk about their history of innovations from the earliest days of the video game industry through to the present; contemporary trailblazers Kellee Santiago (Journey) and Casey Hudson (Mass Effect), who discuss contemporary relationships between those who create games and those who play them; and scholars Ian Bogost (How to Do Things With Videogames) and Edward Castronova (Exodus to the Virtual World), who discuss how to research and write about games in ways that engage a range of audiences. These experts and others offer fascinating perspectives on video games, game studies, gaming culture, and the game industry more broadly.


We Deserve Better Villains: A Video Game Design Survival Guide

Автор: Jai Kristjan
Название: We Deserve Better Villains: A Video Game Design Survival Guide
ISBN: 036718480X ISBN-13(EAN): 9780367184803
Издательство: Taylor&Francis
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Цена: 127600.00 T
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Описание: Highly accessible how-to guide for video game designers no matter what level of experience to understand what is needed to be successful in the development cycle of any video game from concept to supporting the game live.

We Deserve Better Villains: A Video Game Design Survival Guide

Автор: Jai Kristjan
Название: We Deserve Better Villains: A Video Game Design Survival Guide
ISBN: 0367184796 ISBN-13(EAN): 9780367184797
Издательство: Taylor&Francis
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Цена: 45930.00 T
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Описание: Highly accessible how-to guide for video game designers no matter what level of experience to understand what is needed to be successful in the development cycle of any video game from concept to supporting the game live.

The Queer Games Avant-Garde: How LGBTQ Game Makers Are Reimagining the Medium of Video Games

Автор: Bonnie Ruberg
Название: The Queer Games Avant-Garde: How LGBTQ Game Makers Are Reimagining the Medium of Video Games
ISBN: 1478005912 ISBN-13(EAN): 9781478005919
Издательство: Mare Nostrum (Eurospan)
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Цена: 86070.00 T
Наличие на складе: Нет в наличии.
Описание: In The Queer Games Avant-Garde, Bonnie Ruberg presents twenty interviews with twenty-two queer video game developers whose radical, experimental, vibrant, and deeply queer work is driving a momentous shift in the medium of video games. Speaking with insight and candor about their creative practices as well as their politics and passions, these influential and innovative game makers tell stories about their lives and inspirations, the challenges they face, and the ways they understand their places within the wider terrain of video game culture. Their insights go beyond typical conversations about LGBTQ representation in video games or how to improve “diversity” in digital media. Instead, they explore queer game-making practices, the politics of queer independent video games, how queerness can be expressed as an aesthetic practice, the influence of feminist art on their work, and the future of queer video games and technology. These engaging conversations offer a portrait of an influential community that is subverting and redefining the medium of video games by placing queerness front and center.

Interviewees:
Ryan Rose Aceae, Avery Alder, Jimmy Andrews, Santo Aveiro-Ojeda, Aevee Bee, Tonia B******, Mattie Brice, Nicky Case, Naomi Clark, Mo Cohen, Heather Flowers, Nina Freeman, Jerome Hagen, Kat Jones, Jess Marcotte, Andi McClure, Llaura McGee, Seanna Musgrave, Liz Ryerson, Elizabeth Sampat, Loren Schmidt, Sarah Schoemann, Dietrich Squinkifer, Kara Stone, Emilia Yang, Robert Yang

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)
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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.

Mondo Nano: Fun and Games in the World of Digital Matter

Автор: Milburn Colin
Название: Mondo Nano: Fun and Games in the World of Digital Matter
ISBN: 0822357437 ISBN-13(EAN): 9780822357438
Издательство: Mare Nostrum (Eurospan)
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Цена: 33400.00 T
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Описание:

In Mondo Nano Colin Milburn takes his readers on a playful expedition through the emerging landscape of nanotechnology, offering a light-hearted yet critical account of our high-tech world of fun and games. This expedition ventures into discussions of the first nanocars, the popular video games Second Life, Crysis, and BioShock, international nanosoccer tournaments, and utopian nano cities. Along the way, Milburn shows how the methods, dispositions, and goals of nanotechnology research converge with video game culture. With an emphasis on play, scientists and gamers alike are building a new world atom by atom, transforming scientific speculations and video game fantasies into reality. Milburn suggests that the closing of the gap between bits and atoms entices scientists, geeks, and gamers to dream of a completely programmable future. Welcome to the wild world of Mondo Nano.

Mondo Nano: Fun and Games in the World of Digital Matter

Автор: Milburn Colin
Название: Mondo Nano: Fun and Games in the World of Digital Matter
ISBN: 0822357291 ISBN-13(EAN): 9780822357292
Издательство: Mare Nostrum (Eurospan)
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Цена: 108640.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание:

In Mondo Nano Colin Milburn takes his readers on a playful expedition through the emerging landscape of nanotechnology, offering a light-hearted yet critical account of our high-tech world of fun and games. This expedition ventures into discussions of the first nanocars, the popular video games Second Life, Crysis, and BioShock, international nanosoccer tournaments, and utopian nano cities. Along the way, Milburn shows how the methods, dispositions, and goals of nanotechnology research converge with video game culture. With an emphasis on play, scientists and gamers alike are building a new world atom by atom, transforming scientific speculations and video game fantasies into reality. Milburn suggests that the closing of the gap between bits and atoms entices scientists, geeks, and gamers to dream of a completely programmable future. Welcome to the wild world of Mondo Nano.

Video Game Play & Consciousness

Автор: Jayne Gackenbach
Название: Video Game Play & Consciousness
ISBN: 1620811138 ISBN-13(EAN): 9781620811139
Издательство: Nova Science
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Цена: 299890.00 T
Наличие на складе: Невозможна поставка.
Описание: Outcome Assessment in Residential Treatment helps health care providers demonstrate that their planned treatment is necessary and active rather than simply custodial. A practitioner`s guide to conducting treatment outcome assessment projects, this innovative book presents readers with historical perspectives, current issues, and practical suggestions for implementing an outcome assessment project.

Digital Playgrounds: The Hidden Politics of Children`s Online Play Spaces, Virtual Worlds, and Connected Games

Автор: Grimes Sara
Название: Digital Playgrounds: The Hidden Politics of Children`s Online Play Spaces, Virtual Worlds, and Connected Games
ISBN: 1442615567 ISBN-13(EAN): 9781442615564
Издательство: Mare Nostrum (Eurospan)
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Цена: 40090.00 T
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Описание: Digital Playgrounds makes the argument that online games play a uniquely meaningful role in children`s lives, with profound implications for children`s culture, agency, and rights in the digital era.

Video Games and the Mind: Essays on Cognition, Affect and Emotion

Автор: Bernard Perron, Felix Schroter
Название: Video Games and the Mind: Essays on Cognition, Affect and Emotion
ISBN: 0786499095 ISBN-13(EAN): 9780786499090
Издательство: Mare Nostrum (Eurospan)
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Цена: 44350.00 T
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Описание: "With psychological theories of cognition, affect and emotion as a reference point, this collection of new essays offers various perspectives on how players think and feel about video games and how game design and analysis can build on these processes"--

Parables of the Posthuman: Digital Realities, Gaming, and the Player Experience

Автор: Boulter Jonathan
Название: Parables of the Posthuman: Digital Realities, Gaming, and the Player Experience
ISBN: 0814334881 ISBN-13(EAN): 9780814334881
Издательство: Mare Nostrum (Eurospan)
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Цена: 27580.00 T
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Описание: In its intimate joining of self and machine, video gaming works to extend the body into a fluid, dynamic, unstable, and discontinuous entity. While digital gaming and culture has become a popular field of academic study, there has been a lack of sustained philosophical analysis of this direct gaming experience. In Parables of the Posthuman: Digital Realities, Gaming, and the Player Experience, author Jonathan Boulter addresses this gap by analyzing video games and the player experience philosophically. Finding points of departure in phenomenology and psychoanalysis, Boulter argues that we need to think seriously about what it means to enter into a relationship with the game machine and to assume (or to have conferred upon you) a machinic, posthuman identity. Parables of the Posthuman approaches the experience of gaming by asking: What does it mean for the player to enter the machinic “world” of the game? What forms of subjectivity does the game offer to the player? What happens to consciousness itself when one plays? To this end, Boulter analyzes the experience of particular role-playing video games, including Fallout 3, Half-Life 2, Bioshock, Crysis 2, and Metal Gear Solid 4. These games both thematize the idea of the posthuman—the games are “about” subjects whose physical and intellectual capacities are extended through machine or other prosthetic means—and also enact an experience of the posthuman for the player, who becomes more than what he was as he plays the game. Boulter concludes by exploring how the game acts as a parable of what the human, or posthuman, may look like in times to come.Academics with an interest in the intersection of philosophy, psychoanalysis, and popular culture forms and video gamers with an interest in thinking about the implications of gaming will enjoy this volume.


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