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Toward a Gameic World: New Rules of Engagement from Japanese Video Games, Ben Whaley


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Автор: Ben Whaley
Название:  Toward a Gameic World: New Rules of Engagement from Japanese Video Games
ISBN: 9780472056149
Издательство: Mare Nostrum (Eurospan)
Классификация:

ISBN-10: 047205614X
Обложка/Формат: Paperback
Страницы: 186
Вес: 0.44 кг.
Дата издания: 30.05.2023
Серия: Michigan monograph series in japanese studies
Язык: English
Иллюстрации: 30 illustrations
Размер: 151 x 228 x 17
Ключевые слова: Computer games / online games: strategy guides,Media studies,Popular culture,Society & culture: general, SOCIAL SCIENCE / Ethnic Studies / Asian Studies,SOCIAL SCIENCE / Media Studies
Подзаголовок: New rules of engagement from japanese video games
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Поставляется из: Англии
Описание: Toward a Gameic World bridges the gap between Japanese popular culture studies and game studies by encouraging a dialogue centered around Japanese-designed video games and social issues. It examines four contemporary Japanese video games in terms of how they engage with some of Japan’s biggest social and personal issues, including traumas: natural disasters (Disaster Report), a declining birthrate and aging population (Catherine), nuclear proliferation (Metal Gear Solid V); and youth social withdrawal (The World Ends with You). This book asks what some of the positive benefits are of working through a site of trauma from within a video game, and how games might teach us about Japanese culture and society through new kinds of interactive narratives, different from literature and film. The book proposes four new strategies of engagement with video games to explore the productive tensions that emerge at the boundaries of virtual reality, augmented reality, and gamification in contemporary Japan.

Half--real

Автор: Juul, Jesper
Название: Half--real
ISBN: 0262101106 ISBN-13(EAN): 9780262101103
Издательство: MIT Press
Рейтинг:
Цена: 38420.00 T
Наличие на складе: Нет в наличии.
Описание: Video games as both a departure from and a development of traditional games; an analysis of the interaction between rules and fiction in video games.

Toward a Gameic World: New Rules of Engagement from Japanese Video Games

Автор: Ben Whaley
Название: Toward a Gameic World: New Rules of Engagement from Japanese Video Games
ISBN: 0472076140 ISBN-13(EAN): 9780472076147
Издательство: Mare Nostrum (Eurospan)
Рейтинг:
Цена: 59130.00 T
Наличие на складе: Нет в наличии.
Описание: Toward a Gameic World bridges the gap between Japanese popular culture studies and game studies by encouraging a dialogue centered around Japanese-designed video games and social issues. It examines four contemporary Japanese video games in terms of how they engage with some of Japan’s biggest social and personal issues, including traumas: natural disasters (Disaster Report), a declining birthrate and aging population (Catherine), nuclear proliferation (Metal Gear Solid V); and youth social withdrawal (The World Ends with You). This book asks what some of the positive benefits are of working through a site of trauma from within a video game, and how games might teach us about Japanese culture and society through new kinds of interactive narratives, different from literature and film. The book proposes four new strategies of engagement with video games to explore the productive tensions that emerge at the boundaries of virtual reality, augmented reality, and gamification in contemporary Japan.

Half-real

Автор: Juul, Jesper (associate Professor, The Royal Danish Academy Of Fine Arts)
Название: Half-real
ISBN: 0262516519 ISBN-13(EAN): 9780262516518
Издательство: MIT Press
Рейтинг:
Цена: 31360.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Video games as both a departure from and a development of traditional games; an analysis of the interaction between rules and fiction in video games.

Japanese Horror Culture: Critical Essays on Film, Literature, Anime, Video Games

Автор: Berns Fernando Gabriel Pagnoni, Bhattacharjee Subashish, Saha Ananya
Название: Japanese Horror Culture: Critical Essays on Film, Literature, Anime, Video Games
ISBN: 1793647054 ISBN-13(EAN): 9781793647054
Издательство: Bloomsbury
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Цена: 84150.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: This book investigates the philosophical, socio-cultural, and artistic world of Japanese horror through a varied range of case studies, including video games (Rule of Rose), manga (Uzumaki), and anime (the classic Devilman). Film is represented with well-known works such as Ringu and overlooked filmmakers like Mari Asato.

Japanese Culture Through Videogames

Автор: Rachael Hutchinson
Название: Japanese Culture Through Videogames
ISBN: 0367111381 ISBN-13(EAN): 9780367111380
Издательство: Taylor&Francis
Рейтинг:
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.

Violent Games: Rules, Realism and Effect

Автор: Gareth Schott
Название: Violent Games: Rules, Realism and Effect
ISBN: 1628925612 ISBN-13(EAN): 9781628925616
Издательство: Bloomsbury Academic
Рейтинг:
Цена: 36950.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: It was over a decade ago that experimental psychologists and media-effects researchers declared the debate on the effects of violent video gaming as "essentially over, +? referring to the way violence in videogames increases aggressive thoughts, feelings and behaviors in players. Despite the decisive tone of this statement, neither the presence nor popularity of digital games has since diminished, with games continuing to attract new generations of players to experience its technological advancements in the narration of violence and its techniques of depiction.

Drawing on new insights achieved from research located at an intersection between humanities, social and computer sciences, Gareth Schott's addition to the Approaches in Digital Game Studies series interrogates the nature and meaning of the "violence+? encountered and experienced by game players. In focusing on the various ways "violence" is mediated by both the rule system and the semiotic layer of games, the aim is to draw out the distinctiveness of games' exploitation of violence or violent themes.

An important if not canonical text in the debates about video games and violence, Violent Games constitutes an essential book for those wishing to make sense of the experience offered by games as technological, aesthetic, and communicational phenomena in the context of issues of media regulation and the classification of game content "as+? violence.

Violent Games: Rules, Realism and Effect

Автор: Gareth Schott
Название: Violent Games: Rules, Realism and Effect
ISBN: 1628925620 ISBN-13(EAN): 9781628925623
Издательство: Bloomsbury Academic
Рейтинг:
Цена: 147840.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: It was over a decade ago that experimental psychologists and media-effects researchers declared the debate on the effects of violent video gaming as "essentially over, +? referring to the way violence in videogames increases aggressive thoughts, feelings and behaviors in players. Despite the decisive tone of this statement, neither the presence nor popularity of digital games has since diminished, with games continuing to attract new generations of players to experience its technological advancements in the narration of violence and its techniques of depiction.

Drawing on new insights achieved from research located at an intersection between humanities, social and computer sciences, Gareth Schott's addition to the Approaches in Digital Game Studies series interrogates the nature and meaning of the "violence+? encountered and experienced by game players. In focusing on the various ways "violence" is mediated by both the rule system and the semiotic layer of games, the aim is to draw out the distinctiveness of games' exploitation of violence or violent themes.

An important if not canonical text in the debates about video games and violence, Violent Games constitutes an essential book for those wishing to make sense of the experience offered by games as technological, aesthetic, and communicational phenomena in the context of issues of media regulation and the classification of game content "as+? violence.


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