Multidisciplinary Perspectives on Narrative Aesthetics in Video Games, Deniz Denizel, Deniz Eyuce Sansal, Tuna Tetik
Автор: Bateman Chris Название: Game Writing: Narrative Skills for Videogames ISBN: 1501348965 ISBN-13(EAN): 9781501348969 Издательство: Bloomsbury Academic Рейтинг: Цена: 28500.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: As the videogame industry has grown up, the need for better stories and characters has dramatically increased, yet traditional screenwriting techniques alone cannot equip writers for the unique challenges of writing stories where the actions and decisions of a diverse range of players are at the centre of every narrative experience. Game Writing: Narrative Skills for Videogames was the first book to demystify the emerging field of game writing by identifying and explaining the skills required for creating videogame narrative.
Through the insights and experiences of professional game writers, this revised edition captures a snapshot of the narrative skills employed in today's game industry and presents them as practical articles accompanied by exercises for developing the skills discussed. The book carefully explains the foundations of the craft of game writing, detailing all aspects of the process from the basics of narrative to guiding the player and the challenges of nonlinear storytelling. Throughout the book there is a strong emphasis on the skills developers and publishers expect game writers to know.
This second edition brings the material up to date and adds four new chapters covering MMOs, script formats, narrative design for urban games, and new ways to think about videogame narrative as an art form. Suitable for both beginners and experienced writers, Game Writing is the essential guide to all the techniques of game writing. There's no better starting point for someone wishing to get into this exciting field, whether they are new game writers wishing to hone their skills, or screenwriters hoping to transfer their skills to the games industry.
Автор: Nae Andrei Название: Immersion, Narrative, and Gender Crisis in Survival Horror Video Games ISBN: 0367894114 ISBN-13(EAN): 9780367894115 Издательство: Taylor&Francis Рейтинг: Цена: 148010.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: This book investigates the narrativity of some of the most popular survival horror video games and the gender politics implicit in their storyworlds. It will appeal not only to scholars working in game studies, but also to scholars of horror, gender studies, popular culture, visual arts, genre studies, and narratology.
Автор: Franziska Bruckner, Holger Lang, Nikica Gilic, Daniel Suljic, Hrvoje Turkovic Название: Global Animation Theory: International Perspectives at Animafest Zagreb ISBN: 1501337130 ISBN-13(EAN): 9781501337130 Издательство: Bloomsbury Academic Рейтинг: Цена: 126720.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: "This anthology is based on a selection of the most relevant and interesting presentations from the first three editions of the Symposium for Contemporary Animation Studies, Animafest Scanner."
Автор: Mangena Tendai, Nyambi Oliver, Ncube Gibson Название: The Zimbabwean Crisis after Mugabe: Multidisciplinary Perspectives ISBN: 1032028149 ISBN-13(EAN): 9781032028149 Издательство: Taylor&Francis Рейтинг: Цена: 148010.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: This book examines the ways in which political discourses of crisis and `newness` are (re)produced, circulated, naturalised, received and contested in Post-Mugabe Zimbabwe. It will be of interest to scholars of African Studies, Postcolonial Studies, Language/Discourse Studies, African politics and culture.
Автор: Oliver Perez-Latorre, Victor Navarro-Remesal Название: Perspectives on the European Videogame ISBN: 9463726225 ISBN-13(EAN): 9789463726221 Издательство: NBN International Рейтинг: Цена: 171770.00 T Наличие на складе: Нет в наличии. Описание: The history of European videogames has so far been overshadowed by the global impact of the Japanese and North American industries. However, European game development studios have played a major role in videogame history, and many prominent videogames in popular culture, such as Grand Theft Auto, Tomb Raider, Alone in the Dark, and The Witcher, were made in Europe. This book proposes an inquiry into European videogames, including both analyses of transnational aspects of European production and close readings of national specificities. It offers a kaleidoscope of European videogame culture, focusing on the analysis of European works and creators but also addressing contextual aspects and placing videogames within a wider sociocultural and philosophical ground. The aim of this collective work is to contribute to the creation of a, until now, almost non-existent yet necessary academic endeavour: a story and critical exploration of the works, authors, styles, and cultures of the European videogame.
Автор: Giaxoglou Название: Narrative Perspectives on Mediatized Mourning ISBN: 1138286028 ISBN-13(EAN): 9781138286023 Издательство: Taylor&Francis Рейтинг: Цена: 163330.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: This book takes a narrative approach to investigate how social media are reconfiguring dying, death, and mourning, presenting an empirical framework for analyzing these small stories as practices of sharing which become associated with specific modes of affective positioning.
Автор: Szendy Peter Название: Apocalypse-Cinema: 2012 and Other Ends of the World ISBN: 0823264807 ISBN-13(EAN): 9780823264803 Издательство: Mare Nostrum (Eurospan) Рейтинг: Цена: 71060.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание:
Apocalypse-cinema is not only the end of time that has so often been staged as spectacle in films like 2012, The Day After Tomorrow, and The Terminator. By looking at blockbusters that play with general annihilation while also paying close attention to films like Melancholia, Cloverfield, Blade Runner, and Twelve Monkeys, this book suggests that in the apocalyptic genre, film gnaws at its own limit. Apocalypse-cinema is, at the same time and with the same double blow, the end of the world and the end of the film. It is the consummation and the (self-)consumption of cinema, in the form of an acinema that Lyotard evoked as the nihilistic horizon of filmic economy. The innumerable countdowns, dazzling radiations, freeze-overs, and seismic cracks and crevices are but other names and pretexts for staging film itself, with its economy of time and its rewinds, its overexposed images and fades to white, its freeze-frames and digital touch-ups. The apocalyptic genre is not just one genre among others: It plays with the very conditions of possibility of cinema. And it bears witness to the fact that, every time, in each and every film, what Jean-Luc Nancy called the cine-world is exposed on the verge of disappearing. In a Postface specially written for the English edition, Szendy extends his argument into a debate with speculative materialism. Apocalypse-cinema, he argues, announces itself as cinders that question the “ultratestimonial” structure of the filmic gaze. The cine-eye, he argues, eludes the correlationism and anthropomorphic structure that speculative materialists have placed under critique, allowing only the ashes it bears to be heard.
Автор: Eddie Lohmeyer Название: Unstable Aesthetics: Game Engines and the Strangeness of Modding ISBN: 1501364901 ISBN-13(EAN): 9781501364907 Издательство: Bloomsbury Academic Рейтинг: Цена: 100320.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: Throughout the 1990s, artists experimented with game engine technologies to disrupt our habitual relationships to video games. They hacked, glitched, and dismantled popular first-person shooters such as Doom (1993) and Quake (1996) to engage players in new kinds of embodied activity. In Unstable Aesthetics: Game Engines and the Strangeness of Art Modding, Eddie Lohmeyer investigates historical episodes of art modding practices—the alteration of a game system’s existing code or hardware to generate abstract spaces—situated around a recent archaeology of the game engine: software for rendering two and three-dimensional gameworlds.
The contemporary artists highlighted throughout this book—Cory Arcangel, JODI, Julian Oliver, Krista Hoefle, and Brent Watanabe, among others –- were attracted to the architectures of engines because they allowed them to explore vital relationships among abstraction, technology, and the body. Artists employed a range of modding techniques—hacking the ROM chips on Nintendo cartridges to produce experimental video, deconstructing source code to generate psychedelic glitch patterns, and collaging together surreal gameworlds—to intentionally dissect the engine’s operations and unveil illusions of movement within algorithmic spaces. Through key moments in game engine history, Lohmeyer formulates a rich phenomenology of video games by focusing on the liminal spaces of interaction among system and body, or rather the strangeness of art modding.
Автор: Fahlenbrach Kathrin Название: Embodied Metaphors in Film, Television, and Video Games: Cognitive Approaches ISBN: 1138850837 ISBN-13(EAN): 9781138850835 Издательство: Taylor&Francis Рейтинг: Цена: 163330.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: This volume applies cognitive metaphor theory (CMT) to film, television, and video games in order to analyze the embodied aesthetics and meanings of these moving images .
Название: Embodied metaphors in film, television, and video games ISBN: 0815386524 ISBN-13(EAN): 9780815386520 Издательство: Taylor&Francis Рейтинг: Цена: 51030.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: This volume applies cognitive metaphor theory (CMT) to film, television, and video games in order to analyze the embodied aesthetics and meanings of these moving images .
Автор: Chris Bateman Название: Game Writing: Narrative Skills for Videogames ISBN: 1501348957 ISBN-13(EAN): 9781501348952 Издательство: Bloomsbury Academic Рейтинг: Цена: 100320.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: As the videogame industry has grown up, the need for better stories and characters has dramatically increased, yet traditional screenwriting techniques alone cannot equip writers for the unique challenges of writing stories where the actions and decisions of a diverse range of players are at the centre of every narrative experience. Game Writing: Narrative Skills for Videogames was the first book to demystify the emerging field of game writing by identifying and explaining the skills required for creating videogame narrative.
Through the insights and experiences of professional game writers, this revised edition captures a snapshot of the narrative skills employed in today's game industry and presents them as practical articles accompanied by exercises for developing the skills discussed. The book carefully explains the foundations of the craft of game writing, detailing all aspects of the process from the basics of narrative to guiding the player and the challenges of nonlinear storytelling. Throughout the book there is a strong emphasis on the skills developers and publishers expect game writers to know.
This second edition brings the material up to date and adds four new chapters covering MMOs, script formats, narrative design for urban games, and new ways to think about videogame narrative as an art form. Suitable for both beginners and experienced writers, Game Writing is the essential guide to all the techniques of game writing. There's no better starting point for someone wishing to get into this exciting field, whether they are new game writers wishing to hone their skills, or screenwriters hoping to transfer their skills to the games industry.
Автор: Wardle Heather Название: Games Without Frontiers?: Socio-Historical Perspectives at the Gaming/Gambling Intersection ISBN: 3030749096 ISBN-13(EAN): 9783030749095 Издательство: Springer Рейтинг: Цена: 27940.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: This open access book focuses on how and why digital games and gambling are increasingly intertwined and asks "does this matter?" Looking at how "loot boxes" became the poster child for the convergence of gambling and gaming, Wardle traces how we got here.
Казахстан, 010000 г. Астана, проспект Туран 43/5, НП2 (офис 2) ТОО "Логобук" Тел:+7 707 857-29-98 ,+7(7172) 65-23-70 www.logobook.kz