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