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The Counterfeit Coin: Videogames and Fantasies of Empowerment, Christopher Goetz


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Автор: Christopher Goetz
Название:  The Counterfeit Coin: Videogames and Fantasies of Empowerment
ISBN: 9781978825512
Издательство: Mare Nostrum (Eurospan)
Классификация:



ISBN-10: 197882551X
Обложка/Формат: Hardback
Страницы: 277
Вес: 0.07 кг.
Дата издания: 12.05.2023
Язык: English
Иллюстрации: 14 color
Размер: 235 x 156 x 20
Ключевые слова: Digital lifestyle,Human-computer interaction,Media studies,Popular culture, COMPUTERS / Social Aspects / General,COMPUTERS / Social Aspects / Human-Computer Interaction,SOCIAL SCIENCE / Media Studies,SOCIAL SCIENCE / Popular Culture
Подзаголовок: Videogames and fantasies of empowerment
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Поставляется из: Англии
Описание: The Counterfeit Coin argues that games and related entertainment media have become almost inseparable from fantasy. In turn, these media are making fantasy itself visible in new ways. Though apparently asocial and egocentric—an internal mental image expressing the fulfillment of some wish—fantasy has become a key term in social contestations of the emerging medium. At issue is whose fantasies are catered to, who feels powerful and gets their way, and who is left out. This book seeks to undo the monolith of commercial gaming by locating multiplicity and difference within fantasy itself. It introduces and tracks three broad fantasy traditions that dynamically connect apparently distinct strata of a game (story and play), that join games to other media, and that encircle players in pleasurable loops as they follow these connections.
Дополнительное описание: Popular culture|Media studies|Digital and information technologies: social and ethical aspects|Human–computer interaction|Society and culture: general


The Counterfeit Coin: Videogames and Fantasies of Empowerment

Автор: Christopher Goetz
Название: The Counterfeit Coin: Videogames and Fantasies of Empowerment
ISBN: 1978825501 ISBN-13(EAN): 9781978825505
Издательство: Mare Nostrum (Eurospan)
Рейтинг:
Цена: 31730.00 T
Наличие на складе: Нет в наличии.
Описание: The Counterfeit Coin argues that games and related entertainment media have become almost inseparable from fantasy. In turn, these media are making fantasy itself visible in new ways. Though apparently asocial and egocentric—an internal mental image expressing the fulfillment of some wish—fantasy has become a key term in social contestations of the emerging medium. At issue is whose fantasies are catered to, who feels powerful and gets their way, and who is left out. This book seeks to undo the monolith of commercial gaming by locating multiplicity and difference within fantasy itself. It introduces and tracks three broad fantasy traditions that dynamically connect apparently distinct strata of a game (story and play), that join games to other media, and that encircle players in pleasurable loops as they follow these connections.

Digital games as history

Автор: Chapman, Adam
Название: Digital games as history
ISBN: 1138597821 ISBN-13(EAN): 9781138597822
Издательство: Taylor&Francis
Рейтинг:
Цена: 46950.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: This book provides the first in-depth exploration of video games as history. Chapman puts forth five basic categories of analysis for understanding historical video games: simulation and epistemology, time, space, narrative, and affordance.

Game Writing: Narrative Skills for Videogames

Автор: Bateman Chris
Название: Game Writing: Narrative Skills for Videogames
ISBN: 1501348965 ISBN-13(EAN): 9781501348969
Издательство: Bloomsbury Academic
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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.

Inside the New Media of Videogames: Exploring Digital Space and Time

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.

Best Before: Videogames, Supersession and Obsolescence

Автор: James Newman
Название: Best Before: Videogames, Supersession and Obsolescence
ISBN: 0415577918 ISBN-13(EAN): 9780415577915
Издательство: Taylor&Francis
Рейтинг:
Цена: 148010.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Best Before examines the ways in which the obsessions with technological obsolescence and supersession and an industry defined by continual innovation have effectively closed down the possibility of valuing old videogames in any way other than curiosities or waypoints along the teleological journey to the next generation of hardware and software.

Videogames

Автор: James Newman
Название: Videogames
ISBN: 0415669154 ISBN-13(EAN): 9780415669153
Издательство: Taylor&Francis
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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.

Virtual History: How Videogames Portray the Past

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.

Virtual History: How Videogames Portray the Past

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.

Japanese Culture Through Videogames

Автор: Rachael Hutchinson
Название: Japanese Culture Through Videogames
ISBN: 0367111381 ISBN-13(EAN): 9780367111380
Издательство: Taylor&Francis
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Цена: 148010.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Examining a wide range of Japanese videogames, including arcade fighting games, PC-based strategy games and console JRPGs, this book assesses their cultural significance and shows how gameplay and context can be analysed together to understand videogames as a dynamic mode of artistic expression.

Exploring Videogames with Deleuze and Guattari

Автор: Cremin
Название: Exploring Videogames with Deleuze and Guattari
ISBN: 1138925527 ISBN-13(EAN): 9781138925526
Издательство: Taylor&Francis
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Цена: 148010.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Videogames are a unique artistic form, and to analyse and understand them an equally unique language is required. Cremin turns to Deleuze and Guattari`s non-representational philosophy to develop a conceptual toolkit for thinking anew about videogames and our relationship to them.

How to Talk about 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.”

Persuasive Technology - Persuasive, Motivating, Empowering Videogames

Автор: Anna Spagnolli; Luca Chittaro; Luciano Gamberini
Название: Persuasive Technology - Persuasive, Motivating, Empowering Videogames
ISBN: 3319071262 ISBN-13(EAN): 9783319071268
Издательство: Springer
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Цена: 68010.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: This book constitutes the refereed proceedings of the 9th International Conference on Persuasive Technology, PERSUASIVE 2014, held in Padua, Italy, in May 2014. In addition to the themes of persuasive technology dealt with in the previous editions of the conference, this edition highlighted a special theme, i.e.


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