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Racing the Beam: The Atari Video Computer System, Montfort Nick, Bogost Ian


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Автор: Montfort Nick, Bogost Ian
Название:  Racing the Beam: The Atari Video Computer System
ISBN: 9780262539760
Издательство: MIT Press
Классификация:

ISBN-10: 0262539764
Обложка/Формат: Paperback
Страницы: 192
Вес: 0.26 кг.
Дата издания: 25.02.2020
Серия: Platform studies
Язык: English
Иллюстрации: 22 b 44 illustrations, unspecified
Размер: 229 x 152 x 13
Читательская аудитория: Tertiary education (us: college)
Подзаголовок: The atari video computer system
Ссылка на Издательство: Link
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Поставляется из: США
Описание:

A study of the relationship between platform and creative expression in the Atari VCS.

The Atari Video Computer System dominated the home video game market so completely that Atari became the generic term for a video game console. The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which established new techniques, mechanics, and even entire genres. This book offers a detailed and accessible study of this influential video game console from both computational and cultural perspectives.

Studies of digital media have rarely investigated platforms--the systems underlying computing. This book (the first in a series of Platform Studies) does so, developing a critical approach that examines the relationship between platforms and creative expression. Nick Montfort and Ian Bogost discuss the Atari VCS itself and examine in detail six game cartridges: Combat, Adventure, Pac-Man, Yars Revenge, Pitfall , and Star Wars: The Empire Strikes Back. They describe the technical constraints and affordances of the system and track developments in programming, gameplay, interface, and aesthetics. Adventure, for example, was the first game to represent a virtual space larger than the screen (anticipating the boundless virtual spaces of such later games as World of Warcraft and Grand Theft Auto), by allowing the player to walk off one side into another space; and Star Wars: The Empire Strikes Back was an early instance of interaction between media properties and video games. Montfort and Bogost show that the Atari VCS--often considered merely a retro fetish object--is an essential part of the history of video games.



Play Anything: The Pleasure of Limits, the Uses of Boredom, and the Secret of Games

Автор: Bogost Ian
Название: Play Anything: The Pleasure of Limits, the Uses of Boredom, and the Secret of Games
ISBN: 0465051723 ISBN-13(EAN): 9780465051724
Издательство: Little Brown
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Цена: 30360.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: How filling life with play whether soccer or lawn mowing, counting sheep or tossing Angry Birds forges a new path for creativity and joy in our impatient age
Life is no game. It s demanding, boring, and rarely fun. But what if we ve got games wrong? Playing anything whether an instrument, a sport, or a video game takes hard work and makes absurd demands. Where s the fun in that?
In "Play Anything," acclaimed philosopher and award-winning game designer Ian Bogost reveals that play isn t a mindless escape from boring reality. Instead, play is what happens when we accept limitations, narrow our focus, and consequently have fun. Which is also how to live a good life. Manipulating cards to make a poker hand is no different than treating chores and obligations as tools but which we can discover new happiness.
Ranging from Internet culture to moral philosophy, from ancient poetics to modern consumerism, "Play Anything" reveals how today s chaotic world can only be tamed and enjoyed when we first impose boundaries on ourselves.
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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.

Exploratory Pgmg For 2E

Автор: Montfort, Nick
Название: Exploratory Pgmg For 2E
ISBN: 0262044609 ISBN-13(EAN): 9780262044608
Издательство: MIT Press
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Цена: 45150.00 T
Наличие на складе: Невозможна поставка.
Описание: This Courseware package consist out of two publications, Agile Foundation Courseware - English and you are adviced to obtain the publication Agile for responsive organizations - A Pocket Guide. This courseware is for the Agile Foundation certification by the Agile Consortium, and follows the Certify to Inspire philosophy, enabling continuous learning and an adaptive mindset in an Agile world and corporate environment. This courseware has been reviewed by Agile Consortium board members and been accredited by Van Haren Learning Solutions.This Courseware provides a didactic journey in Agile, including teasers, energizers and many little assignments. There is also a reference to free online Agile literature and to the online Agile Foundation demo exam. The main modules of this exam are: o What is Agileo Agile Culture and Leadershipo Scrumo Methods and frameworkso Agile way of workingo Value and Continuous deliveryo Empiricism and improvementModules of this course ware:o What is Agileo Fundamental systems to Agile¢ XP¢ Crystal¢ Scrum¢ DSDMo Philosophizingo Scalingo Kanbano Lean StartupAbout the Agile Foundation CertificationThe Agile Foundation certificate is intended for those who are relatively new to the concept of "Agile" and would like to discover what it exactly entails.The idea behind this exam is that you are serious about delving into the Agility concept and related practices. How you decide to do that will be up to you. You can read books, articles, or blogs. You can also watch videos, listen to podcasts, attend events, or observe others who are working with Agile in practice. Or another possibility is to follow a course in Agile.The Agile Foundation Exam is an independent exam meaning it is not tied to a specific method. If you have the Agile Foundation certificate, you will have demonstrated you understand what Agile means and that you can identify the methods and concepts most commonly used in Agile organizations.

Twisty little passages

Автор: Montfort, Nick
Название: Twisty little passages
ISBN: 0262633183 ISBN-13(EAN): 9780262633185
Издательство: MIT Press
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Цена: 28210.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание:

A critical approach to interactive fiction, as literature and game.

Interactive fiction -- the best-known form of which is the text game or text adventure -- has not received as much critical attention as have such other forms of electronic literature as hypertext fiction and the conversational programs known as chatterbots. Twisty Little Passages (the title refers to a maze in Adventure, the first interactive fiction) is the first book-length consideration of this form, examining it from gaming and literary perspectives. Nick Montfort, an interactive fiction author himself, offers both aficionados and first-time users a way to approach interactive fiction that will lead to a more pleasurable and meaningful experience of it.

Twisty Little Passages looks at interactive fiction beginning with its most important literary ancestor, the riddle. Montfort then discusses Adventure and its precursors (including the I Ching and Dungeons and Dragons), and follows this with an examination of mainframe text games developed in response, focusing on the most influential work of that era, Zork. He then considers the introduction of commercial interactive fiction for home computers, particularly that produced by Infocom. Commercial works inspired an independent reaction, and Montfort describes the emergence of independent creators and the development of an online interactive fiction community in the 1990s. Finally, he considers the influence of interactive fiction on other literary and gaming forms. With Twisty Little Passages, Nick Montfort places interactive fiction in its computational and literary contexts, opening up this still-developing form to new consideration.


Riddle & Bind

Автор: Montfort Nick
Название: Riddle & Bind
ISBN: 0980139279 ISBN-13(EAN): 9780980139273
Издательство: Неизвестно
Цена: 18390.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.

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
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: A fresh look at computer games as a mature mass medium with unlimited potential for cultural transformation

St. Louis de Montfort`s Total Consecration to Jesus through Mary: New, Day-by-Day, Easier-to-Read Translation

Автор: , de Montfort Louis
Название: St. Louis de Montfort`s Total Consecration to Jesus through Mary: New, Day-by-Day, Easier-to-Read Translation
ISBN: 1950782050 ISBN-13(EAN): 9781950782055
Издательство: Неизвестно
Цена: 11470.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.

Alien Phenomenology, or What It`s Like to Be a Thing

Автор: Bogost Ian
Название: Alien Phenomenology, or What It`s Like to Be a Thing
ISBN: 0816678987 ISBN-13(EAN): 9780816678983
Издательство: Marston Book Services
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Цена: 19790.00 T
Наличие на складе: Невозможна поставка.
Описание: A bold new metaphysics that explores how all things-from atoms to green chiles, cotton to computers-interact with, perceive, and experience one another

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
Наличие на складе: Есть у поставщика Поставка под заказ.
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.”

Geek`s chihuahua

Автор: Bogost, Prof. Ian
Название: Geek`s chihuahua
ISBN: 0816699135 ISBN-13(EAN): 9780816699131
Издательство: Mare Nostrum (Eurospan)
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Цена: 8360.00 T
Наличие на складе: Нет в наличии.
Описание: At dinnertime: check. At a traffic light: check. In bed at the end of the day: check. In line at the coffee shop: check. In The Geek’s Chihuahua, Ian Bogost addresses the modern love affair of “living with Apple” during the height of the company’s market influence and technology dominance. The ubiquitous iPhone and its kin saturate our lives, changing everything from our communication to our posture. Bogost contrasts the values of Apple’s massive success in the twenty-first century with those of its rise in the twentieth. And he connects living with Apple with the phenomenon of “hyperemployment”-the constant overwork of today’s technological life that all of us now experience. Bogost also reflects on the new potential function-as well as anxiety and anguish-of devices like the Apple Watch. We are tethered to our devices, and, as Bogost says: that’s just life-anxious, overworked, and utterly networked life. Forerunners: Ideas First is a thought-in-process series of breakthrough digital publications. Written between fresh ideas and finished books, Forerunners draws on scholarly work initiated in notable blogs, social media, conference plenaries, journal articles, and the synergy of academic exchange. This is gray literature publishing: where intense thinking, change, and speculation take place in scholarship.


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