The Invisible Hand in Virtual Worlds: The Economic Order of Video Games, Matthew McCaffrey
Автор: Bartle, Richard Название: Designing Virtual Worlds ISBN: 0131018167 ISBN-13(EAN): 9780131018167 Издательство: Pearson Education Рейтинг: Цена: 53630.00 T Наличие на складе: Есть Описание: This is a comprehensive treatment of virtual world design to date, from a pioneers and design consultants.
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) Рейтинг: Цена: 40090.00 T Наличие на складе: Есть у поставщика Поставка под заказ. 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.
Автор: Charles M. Hueber, George S. McClellan, Ryan S. Arnett Название: Esports in Higher Education: Fostering Successful Student-Athletes and Successful Programs ISBN: 1642671452 ISBN-13(EAN): 9781642671452 Издательство: Taylor&Francis Рейтинг: Цена: 45890.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: Examines the rapidly-growing esports phenomenon in higher education, bringing the perspectives of players, administrators, and scholars together in one volume to discuss the basics of esports, how to start and maintain successful esports programs, and issues and trends in the field.
Автор: Charles M. Hueber, George S. McClellan, Ryan S. Arnett Название: Esports in Higher Education: Fostering Successful Student-Athletes and Successful Programs ISBN: 1642671444 ISBN-13(EAN): 9781642671445 Издательство: Taylor&Francis Рейтинг: Цена: 148010.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: Examines the rapidly-growing esports phenomenon in higher education, bringing the perspectives of players, administrators, and scholars together in one volume to discuss the basics of esports, how to start and maintain successful esports programs, and issues and trends in the field.
Автор: Jenna Ng Название: Understanding Machinima: Essays on Filmmaking in Virtual Worlds ISBN: 1441140522 ISBN-13(EAN): 9781441140524 Издательство: Bloomsbury Academic Рейтинг: Цена: 147840.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: In this groundbreaking collection, Dr. Jenna Ng brings together academics and award-winning artists and machinima makers to explore the fascinating combination of cinema, animation and games in machinima (the use of computer game engines to produce animated films in cost- and time-efficient ways). Book-ended by a preface by Henry Lowood (curator for history of science and technology collections at Stanford University) and an interview with Isabelle Arvers (machinima artist, trainer, critic, and curator), the collection features wide-ranging discussions addressing machinima not only from diverse theoretical perspectives, but also in its many dimensions as game art, First Nations media art, documentary, and pedagogical tool. Making use of interactive multimedia to enhance the text, each chapter features a QR code which leads to a mobile website cross-referencing with its print text, integrating digital and print content while also taking into account the portability of digital devices in resonance with machinima's mobile digital forms. Exploring the many dimensions of machinima production and reception, Understanding Machinima extends machinima's critical scholarship and debate, underscoring the exciting potential of this emerging media form.
Автор: Hedlund Название: Invisible Hands, Russian Experience, and Social Science ISBN: 1107627818 ISBN-13(EAN): 9781107627819 Издательство: Cambridge Academ Рейтинг: Цена: 39070.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: This book approaches the causes of systemic failures ranging from promoting Third World development to implementing systemic change in the former Soviet Union and dealing with global financial crises.
Автор: Griffiths Devin C. Название: Virtual Ascendance: Video Games and the Remaking of Reality ISBN: 1442216956 ISBN-13(EAN): 9781442216952 Издательство: Rowman & Littlefield Publishers Рейтинг: Цена: 42240.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: Video gaming is wildly popular and getting even more so as interfaces and devices improve. This popular account of the rise of gaming offers insight into its popularity and place in our culture as well as the impact it has on our daily lives - from the doctor`s office to the family room sofa.
Автор: Recher Jay Название: Unofficial Price Guide to Video Games: Virtual Boy ISBN: 0996126422 ISBN-13(EAN): 9780996126427 Издательство: Неизвестно Рейтинг: Цена: 10110.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание:
Remember when video games were just used as entertainment? You would open the game, play for hours, and repeat ad nasum. Times have changed Now almost every game and system are collectible. Buying and selling are common place. Tens of thousands of transactions are happening daily. This is even more so as the advent of third party grading. Games are even selling at large auction houses The goal of this book is for you to better understand the value of every game on the VIRTUAL BOY. Prices are shown in four conditions: Used (opened just the cart). Complete in Box (opened but with all box and original booklets), New (unopened still in its original plastic) and Graded (VGA or Wata).
Автор: Bartley, Hayek F A Ed Название: Sensory order hayek v21 ISBN: 0415035333 ISBN-13(EAN): 9780415035330 Издательство: Taylor&Francis Рейтинг: Цена: 148010.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: The Sensory Order, first published in 1952, sets forth F. A. Hayek`s classic theory of mind in which he describes the mental mechanism that classifies perceptions that cannot be accounted for by physical laws. Hayek`s substantial contribution to theoretical psychology has been addressed in the work of Thomas Szasz, Gerald Edelman, and Joaquin Fuster.
U.S. Foreign Policy and the New International Economic Order is an authoritative account of the development of U.S. policy toward the New International Economic Order (NIEO) from its inception in 1974 through the Eleventh Special Session of the General Assembly in August-September 1980. Olson concentrates on the latter stages of the North-South dialogue, analyzing U.S. policy in the context of broad foreign policy objectives pursued since the end of World War II and also in light of the events of the seventies and the 1980 Soviet invasion of Afghanistan. On the premise that policy is, ultimately, what happens at the negotiating table, he also specifically examines the record of U.S. negotiations on the Common Fund, UNCTAD V, and other major North-South meetings during 1979-1980. This material, together with an examination of how policy is made within the U.S. bureaucracy, who makes it, and why, provides fresh insight into a complex process.
Olson seeks to determine if and to what extent U.S. policy serves basic U.S. interests and whether the negotiating process has been an effective medium for global problem solving. He concludes that althought U.S. policy and practice do serve traditional U.S. foreign policy interests, the political cost is high. He also concludes that NIEO negotiations have not been an effective means for global problem solving and that rapid change in political and economic realities has rendered obsolete the basic concepts - the very mechanisms for problem solving - on both sides.
Gaming the System takes continental philosophical traditions out of the ivory tower and into the virtual worlds of video games. In this book, author David J. Gunkel explores how philosophical traditions--put forth by noted thinkers such as Plato, Descartes, Kant, Heidegger, and Zizek--can help us explore and conceptualize recent developments in video games, game studies, and virtual worlds. Furthermore, Gunkel interprets computer games as doing philosophy, arguing that the game world is a medium that provides opportunities to model and explore fundamental questions about the nature of reality, personal identity, social organization, and moral conduct. By using games to investigate and innovate in the area of philosophical thinking, Gunkel shows how areas such as game governance and manufacturers' terms of service agreements actually grapple with the social contract and produce new postmodern forms of social organization that challenge existing modernist notions of politics and the nation state. In this critically engaging study, Gunkel considers virtual worlds and video games as more than just "fun and games," presenting them as sites for new and original thinking about some of the deepest questions concerning the human experience.
Gaming the System takes continental philosophical traditions out of the ivory tower and into the virtual worlds of video games. In this book, author David J. Gunkel explores how philosophical traditions--put forth by noted thinkers such as Plato, Descartes, Kant, Heidegger, and Zizek--can help us explore and conceptualize recent developments in video games, game studies, and virtual worlds. Furthermore, Gunkel interprets computer games as doing philosophy, arguing that the game world is a medium that provides opportunities to model and explore fundamental questions about the nature of reality, personal identity, social organization, and moral conduct. By using games to investigate and innovate in the area of philosophical thinking, Gunkel shows how areas such as game governance and manufacturers' terms of service agreements actually grapple with the social contract and produce new postmodern forms of social organization that challenge existing modernist notions of politics and the nation state. In this critically engaging study, Gunkel considers virtual worlds and video games as more than just "fun and games," presenting them as sites for new and original thinking about some of the deepest questions concerning the human experience.
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