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Fans and Videogames, 


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Цена: 42870.00T
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Название:  Fans and Videogames
ISBN: 9780367878528
Издательство: Taylor&Francis
Классификация:

ISBN-10: 0367878526
Обложка/Формат: Paperback
Страницы: 252
Вес: 0.57 кг.
Дата издания: 31.03.2020
Серия: Routledge advances in game studies
Язык: English
Размер: 229 x 152 x 15
Читательская аудитория: Tertiary education (us: college)
Основная тема: Popular Culture
Подзаголовок: Histories, Fandom, Archives
Ссылка на Издательство: Link
Рейтинг:
Поставляется из: Европейский союз
Описание: This volume brings together essays that explore game fandom from diverse perspectives to offer a broad and holistic understanding of the complex processes at work in the phenomenon of game fandom and its practices.

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
Рейтинг:
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

Playback - A Genealogy of 1980s British Videogames

Автор: Wade Alex
Название: Playback - A Genealogy of 1980s British Videogames
ISBN: 1501341847 ISBN-13(EAN): 9781501341847
Издательство: Bloomsbury Academic
Рейтинг:
Цена: 36950.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание:

Through interviews with developers, gamers, and journalists examining the phenomena of bedroom coding, arcade gaming, and format wars, mapped onto enquiry into the seminal genres of the time including driving, shooting, and maze chase, Playback: A Genealogy of 1980s British Videogames examines how 1980s Britain has become the culture of work in the 21st century and considers its meaning to contemporary society. This crucial and timely work fills a lacuna for students and researchers of sociology, media, and games studies and will be of interest to employees of the videogames and media industries.

Research into videogames have never been greater, but exploration of their historic drivers is as elided as the technology is influential, giving rise to a range of questions. What were the social and economic conditions that gave rise to a billion dollar industry? What were the motivations of the early 'bedroom coders'? What are the legacies of the seminal videogames of the 1980s and how do they inform the current social, political and cultural landscape? With a focus on the characteristics of the UK videogame industry in the 1980s, Wade explores these questions from perspectives of consumption, production and leisure, outlining the construction of a habitus unique to this time.


Performativity in art, literature, and videogames

Автор: Jayemanne, Darshana
Название: Performativity in art, literature, and videogames
ISBN: 3319544500 ISBN-13(EAN): 9783319544502
Издательство: Springer
Рейтинг:
Цена: 102480.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
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.

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

How to Talk about Videogames

Автор: Ian Bogost
Название: How to Talk about Videogames
ISBN: 0816699119 ISBN-13(EAN): 9780816699117
Издательство: Marston Book Services
Рейтинг:
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.

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)
Рейтинг:
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.

Playback – A Genealogy of 1980s British Videogames

Автор: Alex Wade
Название: Playback – A Genealogy of 1980s British Videogames
ISBN: 1628924896 ISBN-13(EAN): 9781628924893
Издательство: Bloomsbury Academic
Рейтинг:
Цена: 126720.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание:

Through interviews with developers, gamers, and journalists examining the phenomena of bedroom coding, arcade gaming, and format wars, mapped onto enquiry into the seminal genres of the time including driving, shooting, and maze chase, Playback: A Genealogy of 1980s British Videogames examines how 1980s Britain has become the culture of work in the 21st century and considers its meaning to contemporary society. This crucial and timely work fills a lacuna for students and researchers of sociology, media, and games studies and will be of interest to employees of the videogames and media industries.

Research into videogames have never been greater, but exploration of their historic drivers is as elided as the technology is influential, giving rise to a range of questions. What were the social and economic conditions that gave rise to a billion dollar industry? What were the motivations of the early 'bedroom coders'? What are the legacies of the seminal videogames of the 1980s and how do they inform the current social, political and cultural landscape? With a focus on the characteristics of the UK videogame industry in the 1980s, Wade explores these questions from perspectives of consumption, production and leisure, outlining the construction of a habitus unique to this time.


Co-creating Videogames

Автор: John Banks
Название: Co-creating Videogames
ISBN: 184966496X ISBN-13(EAN): 9781849664967
Издательство: Bloomsbury Academic
Рейтинг:
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.

Tragic Time in Drama, Film, and Videogames

Автор: Rebecca Bushnell
Название: Tragic Time in Drama, Film, and Videogames
ISBN: 1137585250 ISBN-13(EAN): 9781137585257
Издательство: Springer
Рейтинг:
Цена: 46570.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: This book explores how classical and Shakespearean tragedy has shaped the temporality of crisis on the stage and in time-travel films and videogames. In turn, it uncovers how performance and new media can challenge common assumptions about tragic causality and fate. Traditional tragedies may present us with a present when a calamity is staged, a decisive moment in which everything changes. However, modern performance, adaptation and new media can question the premises of that kind of present crisis and its fatality. By offering replays or alternative endings, experimental theatre, adaptation, time travel films and videogames reinvent the tragic experience of irreversible present time. This book offers the reader a fresh understanding of tragic character and agency through these new media’s exposure of the genre’s deep structure.

Co-creating Videogames

Автор: John Banks
Название: Co-creating Videogames
ISBN: 1474268420 ISBN-13(EAN): 9781474268424
Издательство: Bloomsbury Academic
Рейтинг:
Цена: 40120.00 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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