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Best Before: Videogames, Supersession and Obsolescence, James Newman


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Автор: James Newman
Название:  Best Before: Videogames, Supersession and Obsolescence
ISBN: 9780415577915
Издательство: Taylor&Francis
Классификация:

ISBN-10: 0415577918
Обложка/Формат: Hardback
Страницы: 192
Вес: 0.43 кг.
Дата издания: 16.04.2012
Язык: English
Размер: 235 x 159
Читательская аудитория: Undergraduate
Ключевые слова: Media studies, SOCIAL SCIENCE / Media Studies,SOCIAL SCIENCE / Popular Culture
Подзаголовок: Videogames, supersession and obsolescence
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Поставляется из: Европейский союз
Описание: Best Before examines the ways in which the obsessions with technological obsolescence and supersession and an industry defined by continual innovation have effectively closed down the possibility of valuing old videogames in any way other than curiosities or waypoints along the teleological journey to the next generation of hardware and software.

Cultures of Obsolescence

Автор: Tischleder
Название: Cultures of Obsolescence
ISBN: 1137470895 ISBN-13(EAN): 9781137470898
Издательство: Springer
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Цена: 111790.00 T
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Описание: Obsolescence is fundamental to the experience of modernity, not simply one dimension of an economic system. The contributors to this book investigate obsolescence as a historical phenomenon, an aesthetic practice, and an affective mode.

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.”

Virtual History: How Videogames Portray the Past

Автор: A. Martin Wainwright
Название: Virtual History: How Videogames Portray the Past
ISBN: 1138069086 ISBN-13(EAN): 9781138069084
Издательство: Taylor&Francis
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Цена: 148010.00 T
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Описание: Virtual History examines popular historical video games released over the last decade and explores their portrayal of history. Supported by examples and screenshots, it is useful for those studying the portrayal of history through videogames as well as media and world history more generally.

Out of Sync & Out of Work: History and the Obsolescence of Labor in Contemporary Culture

Автор: Joel Burges
Название: Out of Sync & Out of Work: History and the Obsolescence of Labor in Contemporary Culture
ISBN: 0813597129 ISBN-13(EAN): 9780813597126
Издательство: Mare Nostrum (Eurospan)
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Цена: 125400.00 T
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Описание: Out of Sync & Out of Work explores the representation of obsolescence, particularly of labor, in film and literature during a historical moment in which automation has intensified in capitalist economies. Joel Burges analyzes texts such as The Invention of Hugo Cabret, Wreck-It Ralph, Fantastic Mr. Fox, and Iron Council, and examines their “means” of production. Those means include a range of subjects and narrative techniques, including the “residual means” of including classic film stills in a text, the “obstinate means” of depicting machine breaking, the “dated means” of employing the largely defunct technique of stop-motion animation, and the “obsolete” means of celebrating a labor strike. In every case, the novels and films that Burges scrutinizes call on these means to activate the reader’s/viewer’s awareness of historical time. Out of Sync & Out of Work advances its readers’ grasp of the complexities of historical time in contemporary culture, moving the study of temporality forward in film and media studies, literary studies, critical theory, and cultural critique.

How to Do Things with Videogames

Автор: Bogost Ian
Название: How to Do Things with Videogames
ISBN: 081667647X ISBN-13(EAN): 9780816676477
Издательство: Marston Book Services
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Цена: 19790.00 T
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Описание: A fresh look at computer games as a mature mass medium with unlimited potential for cultural transformation

Videogames, identity, and digital subjectivity

Автор: Gallagher, Rob
Название: Videogames, identity, and digital subjectivity
ISBN: 1138228982 ISBN-13(EAN): 9781138228986
Издательство: Taylor&Francis
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Цена: 163330.00 T
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Описание: This book argues that games offer a means of coming to terms with a world that is being transformed by digital technologies. As blends of software and fiction, videogames are uniquely capable of representing and exploring the effects of digitization on day-to-day life.

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
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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.

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
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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.

Inside the New Media of Videogames: Exploring Digital Space and Time

Автор: Alex Wade
Название: Inside the New Media of Videogames: Exploring Digital Space and Time
ISBN: 1441170685 ISBN-13(EAN): 9781441170682
Издательство: Bloomsbury Academic
Цена: 63360.00 T
Наличие на складе: Невозможна поставка.
Описание: With their significant impact upon economic, social and political spheres, videogames are a crucial site of sociological research.The spaces in which videogames are played are often referred to by generic terms which do not adequately incorporate or convey the experiences of those who use technologies as a means of communication, work and play.Placing Lefebvre's The Production of Space (1991/1974) as its cornerstone, Exploring Videogames through Digital Space and Time examines how Lefebvre's conceptual typology of space can be used as a tool of analysis, arguing that the experiences of postindustrial society is concurrent to experiences of space: transient and in flux.Following a discussion of the influence of Lefebvre's writing upon contemporary considerations of space and specifically drawing on the work of Baudrillard, Bourdieu, McLuhan and Virilio, the book engages with the problem of identifying, defining and describing the spaces produced by videogames.It achieves this by revising and updating Lefebvre's typology and therefore offering an original and critical model for engaging with the complex spaces produced by videogames.Following a critique of the current uses of spatial terminology in literature specific to videogames, Exploring Videogames through Digital Space and Time applies the updated model of space to a critical and empirical study of the play, production, consumption and politics of videogames.Throughout the progression of the book it becomes apparent that the impact of digital space is symptomatic of wider sociological changes in interaction, politics, work, perception of time, everyday life and the body.

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
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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.

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.


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