The Wealth of Virtual Nations: Videogame Currencies, Crowley Adam
Автор: Astrid Ensslin, Isabel Balteiro Название: Approaches to Videogame Discourse: Lexis, Interaction, Textuality ISBN: 150137544X ISBN-13(EAN): 9781501375446 Издательство: Bloomsbury Academic Рейтинг: Цена: 33780.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: The first significant collection of research in videogame linguistics, Approaches to Videogame Discourse features an international array of scholars in linguistics and communication studies exploring lexis, interaction and textuality in digital games.
In the first section, "Lexicology, Localisation and Variation," chapters cover productive processes surrounding gamer slang (ludolects), creativity and borrowing across languages, as well as industry-, genre-, game- and player-specific issues relating to localization, legal jargon and slang. "Player Interactions" moves on to examine communicative patterns between videogame players, focusing in particular on (un)collaborative language, functions and negotiations of impoliteness and issues of power in player discourse. In the final section, "Beyond the 'Text'," scholars grapple with issues of multimodality, paratextuality and transmediality in videogames in order to develop and enrich multimodal theory, drawing on key concepts from ludonarratology, language ideology, immersion and transmedia studies.
With implications for meaningful game design and communication theory, Approaches to Videogame Discourseexamines in detail how video games function as means and objects of communication; how they give rise to new vocabularies, textual genres and discourse practices; and how they serve as rich vehicles of ideological signification and social engagement.
Автор: Astrid Ensslin, Isabel Balteiro Название: Approaches to Videogame Discourse: Lexis, Interaction, Textuality ISBN: 1501338455 ISBN-13(EAN): 9781501338458 Издательство: Bloomsbury Academic Рейтинг: Цена: 126720.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание:
The first significant collection of research in videogame linguistics, Approaches to Videogame Discourse features an international array of scholars in linguistics and communication studies exploring lexis, interaction and textuality in digital games.
In the first section, "Lexicology, Localisation and Variation," chapters cover productive processes surrounding gamer slang (ludolects), creativity and borrowing across languages, as well as industry-, genre-, game- and player-specific issues relating to localization, legal jargon and slang. "Player Interactions" moves on to examine communicative patterns between videogame players, focusing in particular on (un)collaborative language, functions and negotiations of impoliteness and issues of power in player discourse. In the final section, "Beyond the 'Text'," scholars grapple with issues of multimodality, paratextuality and transmediality in videogames in order to develop and enrich multimodal theory, drawing on key concepts from ludonarratology, language ideology, immersion and transmedia studies. With implications for meaningful game design and communication theory, Approaches to Videogame Discourse examines in detail how video games function as means and objects of communication; how they give rise to new vocabularies, textual genres and discourse practices; and how they serve as rich vehicles of ideological signification and social engagement.
Автор: Thornham Название: Ethnographies of the Videogame ISBN: 1138253383 ISBN-13(EAN): 9781138253384 Издательство: Taylor&Francis Рейтинг: Цена: 57150.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: Ethnographies of the Videogame uses the medium of the videogame to explore wider significant sociological issues around new media, interaction, identity, performance, memory and mediation. Addressing questions of how we interpret, mediate and use media texts, particularly in the face of claims about the power of new media to continuously shift the parameters of lived experience, gaming is employed as a 'tool' through which we can understand the gendered and socio-culturally constructed phenomenon of our everyday engagement with media. The book is particularly concerned with issues of agency and power, identifying strong correlations between perceptions of gaming and actual gaming practices, as well as the reinforcement, through gaming, of established (gendered, sexed, and classed) power relationships within households. As such, it reveals the manner in which existing relations re-emerge through engagement with new technology. Offering an empirically grounded understanding of what goes on when we mediate technology and media in our everyday lives Ethnographies of the Videogame is more than a timely intervention into game studies. It provides pertinent and reflexive commentary on the relationship between text and audience, highlighting the relationships of gender and power in gaming practice. As such, it will appeal to scholars interested in media and new media, gender and class, and the sociology of leisure.
Автор: Thornham Helen Название: Ethnographies of the Videogame: Gender, Narrative and Praxis ISBN: 0754679780 ISBN-13(EAN): 9780754679783 Издательство: Taylor&Francis Рейтинг: Цена: 153120.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: Uses the medium of the videogame to explore wider significant sociological issues around new media, interaction, identity, performance, memory and mediation. This title addresses questions of how we interpret, mediate and use media texts.
Название: Videogame, player, text ISBN: 0719074010 ISBN-13(EAN): 9780719074011 Издательство: NBN International Рейтинг: Цена: 28150.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: Videogame, player, text examines the playing and playful subject through a series of analytical essays focused on particular videogames. -- .
Автор: Bogost Ian Название: How to Talk about Videogames ISBN: 0816699127 ISBN-13(EAN): 9780816699124 Издательство: Mare Nostrum (Eurospan) Рейтинг: 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.”
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
Автор: A. Martin Wainwright Название: Virtual History: How Videogames Portray the Past ISBN: 1138069086 ISBN-13(EAN): 9781138069084 Издательство: Taylor&Francis Рейтинг: Цена: 148010.00 T Наличие на складе: Невозможна поставка. 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.
Автор: A. Martin Wainwright Название: Virtual History: How Videogames Portray the Past ISBN: 1138069094 ISBN-13(EAN): 9781138069091 Издательство: Taylor&Francis Рейтинг: Цена: 40820.00 T Наличие на складе: Есть у поставщика Поставка под заказ. 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.
Автор: James Newman Название: Videogames ISBN: 0415669154 ISBN-13(EAN): 9780415669153 Издательство: Taylor&Francis Рейтинг: Цена: 148010.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: In the few decades since they first blipped their way onto television screens, videogames have become one of the most culturally, socially and economically significant media forms. Newman’s volume considers how we might approach videogames as media texts to be read, experiences to be played and played with, systems and simulations to be decoded and interrogated, and performances to be captured, codified and preserved. The updated second edition examines the emergence of new platforms as well as changing patterns of production and consumption in its analysis of Wii, Xbox 360, PS3 and mobile gaming. The new final chapter explores recent developments in games scholarship with particular focus falling on the study of gameplay as socially situated, ‘lived experience’, and on strategies for game history, heritage and preservation. In drawing attention to the fragility and ephemerality of hardware, software and gameplay, this new edition encourages readers and players not only to consider how games might be studied but also what can, will and should be left behind for the next generation of games researchers.
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.
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.
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