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War Games, 


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Название:  War Games
ISBN: 9781501351150
Издательство: Bloomsbury Academic
Классификация:




ISBN-10: 150135115X
Обложка/Формат: Hardcover
Страницы: 288
Вес: 0.61 кг.
Дата издания: 12.12.2019
Серия: Sociology
Язык: English
Иллюстрации: 19 bw illus
Размер: 160 x 236 x 25
Читательская аудитория: Tertiary education (us: college)
Ключевые слова: Game theory,Role-playing, war games & fantasy sports,Media studies, COMPUTERS / Digital Media / General,GAMES / Video & Electronic,SOCIAL SCIENCE / Media Studies
Подзаголовок: Memory, militarism, and the subject of play
Рейтинг:
Поставляется из: Англии
Описание:

Many of todays most commercially successful videogames, from Call of Duty to Company of Heroes, are war-themed titles that play out in what are framed as authentic real-world settings inspired by recent news headlines or drawn from history. While such games are marketed as authentic representations of war, they often provide a selective form of realism that eschews problematic, yet salient aspects of war. In addition, changes in the way Western states wage and frame actual wars makes contemporary conflicts increasingly resemble videogames when perceived from the vantage point of Western audiences.

This interdisciplinary volume brings together scholars from games studies, media and cultural studies, politics and international relations, and related fields to examine the complex relationships between military-themed videogames and real-world conflict, and to consider how videogames might deal with history, memory, and conflict in alternative ways. It asks: What is the role of videogames in the formation and negotiation of cultural memory of past wars? How do game narratives and designs position the gaming subject in relation to history, war and militarism? And how far do critical, anti-war/peace games offer an alternative or challenge to mainstream commercial titles?



Theory of games and economic behavior

Автор: Neumann, John Von Morgenstern, Oskar
Название: Theory of games and economic behavior
ISBN: 0691130612 ISBN-13(EAN): 9780691130613
Издательство: Wiley
Рейтинг:
Цена: 65470.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Published in 1944, "Theory of Games and Economic Behavior" featured a groundbreaking mathematical theory of economic and social organization, based on a theory of games of strategy. This title includes the original text, an introduction by Harold Kuhn, and reviews and articles on the book that appeared at the time of its original publication.

World of scary video games

Автор: Perron, Bernard (university Of Montreal, Canada)
Название: World of scary video games
ISBN: 1501316192 ISBN-13(EAN): 9781501316197
Издательство: Bloomsbury Academic
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Цена: 39060.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: As for film and literature, the horror genre has been very popular in the video game. The World of Scary Video Games provides a comprehensive overview of the videoludic horror, dealing with the games labelled as “survival horror” as well as the mainstream and independent works associated with the genre. It examines the ways in which video games have elicited horror, terror and fear since Haunted House (1981). Bernard Perron combines an historical account with a theoretical approach in order to offer a broad history of the genre, outline its formal singularities and explore its principal issues. It studies the most important games and game series, from Haunted House (1981) to Alone in the Dark (1992- ), Resident Evil (1996-present), Silent Hill (1999-present), Fatal Frame (2001-present), Dead Space (2008-2013), Amnesia: the Dark Descent (2010), and The Evil Within (2014). Accessibly written, The World of Scary Video Games helps the reader to trace the history of an important genre of the video game.

Narrative Design and Authorship in Bloodborne: An Analysis of the Horror Videogame

Автор: Hoedt Madelon
Название: Narrative Design and Authorship in Bloodborne: An Analysis of the Horror Videogame
ISBN: 1476672180 ISBN-13(EAN): 9781476672182
Издательство: Mare Nostrum (Eurospan)
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Цена: 46200.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: This first full-length study examines Bloodborne`s themes of dangerous knowledge and fatal pride and its aesthetics in the context other works on game studies, horror and the Gothic. The book`s three parts focus on lore and narrative, the game`s nightmarish world, and its mechanics.

Christmas Playing Cards

Автор: U. S. Games Systems Inc.
Название: Christmas Playing Cards
ISBN: 1572816937 ISBN-13(EAN): 9781572816930
Издательство: Неизвестно
Цена: 6750.00 T
Наличие на складе: Невозможна поставка.
Описание: Charming holiday deck features a special collection of vintage Victorian Christmas cards and postcards. Each card features different artwork and cheery greeting.

A lovely gift deck for nostalgia lovers.

55-card deck is suitable for most card games.

Games in Everyday Life: For Play

Автор: Nathan Hulsey
Название: Games in Everyday Life: For Play
ISBN: 1838679383 ISBN-13(EAN): 9781838679385
Издательство: Emerald
Рейтинг:
Цена: 100790.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: In this book, Nathan Hulsey explores the links between game design, surveillance, computation, and the emerging technologies that impact our everyday lives at home, at work, and with our family and friends.

Persuasive games

Автор: Bogost, Ian
Название: Persuasive games
ISBN: 0262514885 ISBN-13(EAN): 9780262514880
Издательство: MIT Press
Рейтинг:
Цена: 33860.00 T
Наличие на складе: Невозможна поставка.
Описание:

An exploration of the way videogames mount arguments and make expressive statements about the world that analyzes their unique persuasive power in terms of their computational properties.

Videogames are an expressive medium, and a persuasive medium; they represent how real and imagined systems work, and they invite players to interact with those systems and form judgments about them. In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players. Drawing on the 2,500-year history of rhetoric, the study of persuasive expression, Bogost analyzes rhetoric's unique function in software in general and videogames in particular. The field of media studies already analyzes visual rhetoric, the art of using imagery and visual representation persuasively. Bogost argues that videogames, thanks to their basic representational mode of procedurality (rule-based representations and interactions), open a new domain for persuasion; they realize a new form of rhetoric. Bogost calls this new form "procedural rhetoric," a type of rhetoric tied to the core affordances of computers: running processes and executing rule-based symbolic manipulation. He argues further that videogames have a unique persuasive power that goes beyond other forms of computational persuasion. Not only can videogames support existing social and cultural positions, but they can also disrupt and change these positions themselves, leading to potentially significant long-term social change. Bogost looks at three areas in which videogame persuasion has already taken form and shows considerable potential: politics, advertising, and learning.


Uncertainty in Games

Автор: Costikyan Greg
Название: Uncertainty in Games
ISBN: 0262527537 ISBN-13(EAN): 9780262527538
Издательство: MIT Press
Рейтинг:
Цена: 16870.00 T
Наличие на складе: Невозможна поставка.
Описание:

How uncertainty in games -- from Super Mario Bros. to Rock/Paper/Scissors -- engages players and shapes play experiences.

In life, uncertainty surrounds us. Things that we thought were good for us turn out to be bad for us (and vice versa); people we thought we knew well behave in mysterious ways; the stock market takes a nosedive. Thanks to an inexplicable optimism, most of the time we are fairly cheerful about it all. But we do devote much effort to managing and ameliorating uncertainty. Is it any wonder, then, asks Greg Costikyan, that we have taken this aspect of our lives and transformed it culturally, making a series of elaborate constructs that subject us to uncertainty but in a fictive and nonthreatening way? That is: we create games.

In this concise and entertaining book, Costikyan, an award-winning game designer, argues that games require uncertainty to hold our interest, and that the struggle to master uncertainty is central to their appeal. Game designers, he suggests, can harness the idea of uncertainty to guide their work.

Costikyan explores the many sources of uncertainty in many sorts of games -- from Super Mario Bros. to Rock/Paper/Scissors, from Monopoly to CityVille, from FPS Deathmatch play to Chess. He describes types of uncertainty, including performative uncertainty, analytic complexity, and narrative anticipation. And he suggest ways that game designers who want to craft novel game experiences can use an understanding of game uncertainty in its many forms to improve their designs.


Essential Mathematics for Games and Interactive Applications

Автор: Van Verth James M.
Название: Essential Mathematics for Games and Interactive Applications
ISBN: 1482250926 ISBN-13(EAN): 9781482250923
Издательство: Taylor&Francis
Рейтинг:
Цена: 112290.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание:

Expert Guidance on the Math Needed for 3D Game Programming
Developed from the authors' popular Game Developers Conference (GDC) tutorial, Essential Mathematics for Games and Interactive Applications, Third Edition illustrates the importance of mathematics in 3D programming. It shows you how to properly animate, simulate, and render scenes and discusses the mathematics behind the processes.

New to the Third Edition
Completely revised to fix errors and make the content flow better, this third edition reflects the increased use of shader graphics pipelines, such as in DirectX 11, OpenGL ES (GLES), and the OpenGL Core Profile. It also updates the material on real-time graphics with coverage of more realistic materials and lighting.

The Foundation for Successful 3D Programming
The book covers the low-level mathematical and geometric representations and algorithms that are the core of any game engine. It also explores all the stages of the rendering pipeline. The authors explain how to represent, transform, view, and animate geometry. They then focus on visual matters, specifically the representation, computation, and use of color. They also address randomness, intersecting geometric entities, and physical simulation.

An Introduction to Creating Real and Active Virtual Worlds
This updated book provides you with a conceptual understanding of the mathematics needed to create 3D games as well as a practical understanding of how these mathematical bases actually apply to games and graphics. It not only includes the theoretical mathematical background but also incorporates many examples of how the concepts are used to affect how a game looks and plays.

Web Resource
A supplementary website contains a collection of source code, supporting libraries, and interactive demonstrations that illustrate the concepts and enable you to experiment with animation and simulation applications. The site also includes slides and notes from the authors' GDC tutorials.


Translation and Localisation in Video Games

Автор: Bernal-Merino
Название: Translation and Localisation in Video Games
ISBN: 113880553X ISBN-13(EAN): 9781138805538
Издательство: Taylor&Francis
Рейтинг:
Цена: 178640.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: This book is a multidisciplinary study of the translation and localisation of video games. It offers a descriptive analysis of the industry - understood as a global phenomenon in entertainment - and aims to explain the norms governing present industry practices, as well as game localisation processes.

On Numbers and Games 2nd Edition, John H. Conway

Название: On Numbers and Games 2nd Edition, John H. Conway
ISBN: 1568811276 ISBN-13(EAN): 9781568811277
Издательство: Taylor&Francis
Рейтинг:
Цена: 183750.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: This book describes quantum chaos and quantum transport in microscopic billiards. Microscopic billiards are typical dynamical systems in which it is easy to see chaos classically and also to investigate effects of chaos on quantum phenomena. Owing to recent progress in microstructure fabrication technology, quantum chaos can now be studied experimentally rather than only as a sophisticated theory.

Before the Crash: Early Video Game History

Автор: Mark Wolf
Название: Before the Crash: Early Video Game History
ISBN: 0814334504 ISBN-13(EAN): 9780814334508
Издательство: Mare Nostrum (Eurospan)
Рейтинг:
Цена: 31410.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Contributors examine the early days of video game history before the industry crash that ended the medium`s golden age.

How to Play Video Games

Автор: Payne Matthew Thomas, Huntemann Nina B.
Название: How to Play Video Games
ISBN: 147980214X ISBN-13(EAN): 9781479802142
Издательство: Mare Nostrum (Eurospan)
Рейтинг:
Цена: 81930.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание:

Forty original contributions on games and gaming culture
What does Pok?mon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building?
From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large?
How to Play Video Games brings together forty original essays from today’s leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.



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