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Video Games, Bowman, Nicholas David


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Цена: 43890.00T
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Наличие: Поставка под заказ.  Есть в наличии на складе поставщика.
Склад Америка: 163 шт.  
При оформлении заказа до: 2025-09-29
Ориентировочная дата поставки: начало Ноября
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Автор: Bowman, Nicholas David
Название:  Video Games
ISBN: 9780367733995
Издательство: Taylor&Francis
Классификация:

ISBN-10: 0367733994
Обложка/Формат: Paperback
Страницы: 252
Вес: 0.38 кг.
Дата издания: 18.12.2020
Серия: Electronic media research series
Язык: English
Размер: 229 x 150 x 18
Читательская аудитория: Tertiary education (us: college)
Подзаголовок: A medium that demands our attention
Рейтинг:
Поставляется из: Европейский союз

Game Changers : The Video Game Revolution

Автор: Phaidon Editors
Название: Game Changers : The Video Game Revolution
ISBN: 1838666982 ISBN-13(EAN): 9781838666989
Издательство: Phaidon Press Ltd.
Рейтинг:
Цена: 33750.00 T
Наличие на складе: Есть

Gaming disability :

Автор: Katie Ellis, Tama Leaver, Mike Kent
Название: Gaming disability :
ISBN: 1032372850 ISBN-13(EAN): 9781032372853
Издательство: Taylor&Francis
Рейтинг:
Цена: 37760.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: This book explores the opportunities and challenges people with disabilities experience in the context of digital games from the perspective of three related areas: representation, access and inclusion, and community.

Hybrid Play

Автор: Adriana de Souza e Silva, Ragan Glover-Rijkse
Название: Hybrid Play
ISBN: 0367427788 ISBN-13(EAN): 9780367427788
Издательство: Taylor&Francis
Рейтинг:
Цена: 148010.00 T
Наличие на складе: Нет в наличии.
Описание: This book explores hybrid play as a site of interdisciplinary activity-one that is capable of generating new forms of mobility, communication, subjects, and artistic expression as well as new ways of interacting with and understanding the world.

The Intersection of Animation, Video Games, and Music

Автор: Scoggin, Lisa
Название: The Intersection of Animation, Video Games, and Music
ISBN: 1032172223 ISBN-13(EAN): 9781032172224
Издательство: Taylor&Francis
Рейтинг:
Цена: 137810.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: In both video games and animated films, worlds are constructed through a combination of animation, which defines what players see on the screen, and music and sound, which provide essential cues to action, emotion, and narrative. This book offers a rich exploration of the intersections between animation, video games, and music and sound, bringing together a range of multidisciplinary lenses. In 14 chapters, the contributors consider similarities and differences in how music and sound structure video games and animation, as well as the animation within video games, and explore core topics of nostalgia, adaptation, gender, and sexuality.

Offering fresh insights into the aesthetic interplay of animation, video games, and sound, this volume provides a gateway into new areas of study that will be of interest to scholars and students across musicology, animation studies, game studies, and media studies more broadly.


Traveling through video games

Автор: Van Nuenen, Tom
Название: Traveling through video games
ISBN: 1032519487 ISBN-13(EAN): 9781032519487
Издательство: Taylor&Francis
Рейтинг:
Цена: 50010.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.

Immersion, Narrative, and Gender Crisis in Survival Horror Video Games

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.

Immersion, narrative, and gender crisis in survival horror video games

Автор: Nae, Andrei (university Of Bucharest, Romania)
Название: Immersion, narrative, and gender crisis in survival horror video games
ISBN: 1032048069 ISBN-13(EAN): 9781032048062
Издательство: Taylor&Francis
Рейтинг:
Цена: 40820.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.

Introduction to Game Programming Using Processing: For Designers, Artists, Players, Non-Tech People and Everybody Else

Автор: Cermak-Sassenrath, Daniel
Название: Introduction to Game Programming Using Processing: For Designers, Artists, Players, Non-Tech People and Everybody Else
ISBN: 1032386134 ISBN-13(EAN): 9781032386133
Издательство: Taylor&Francis
Рейтинг:
Цена: 48990.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.

The Video Game Debate 2

Автор: Kowert, Rachel , Quandt, Thorsten
Название: The Video Game Debate 2
ISBN: 0367368722 ISBN-13(EAN): 9780367368722
Издательство: Taylor&Francis
Рейтинг:
Цена: 148010.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: This student-friendly book provides an accessible overview of the primary debates about the effects of video games. It expands on the original The Video Game Debate to address the new technologies that have emerged within the field of game studies over the last few years.

Life Is a Game: What Game Design Says about the Human Condition

Автор: Edward Castronova
Название: Life Is a Game: What Game Design Says about the Human Condition
ISBN: 1501360612 ISBN-13(EAN): 9781501360619
Издательство: Bloomsbury Academic
Рейтинг:
Цена: 26390.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание:

What if life is a game? Are you winning? Have you even decided what 'winning' is?

Game design could be defined in many ways, but here the term is used to denote the practice of creating choices. Designing a game, in this sense, involves crafting limits, rewards, incentives, and risks in such a way that the person who interacts with the game - the player - makes choices that have consequences.

Edward Castronova urges readers to think about the fundamentals of the human condition and compare them to different games that we all know. In some ways, life is like an idle game: providing unchallenging distractions that fit easily into a person's daily routine. In other ways, life is like the game Minesweeper: You poke in different places to learn about what you don't know, taking care to avoid big explosions. Or, life is like a role-playing game: You adopt a persona and speak your part, always seeking adventure.

Bringing together questions relating to diverse fields - such as politics, economics, sociology and philosophy - Castronova persuades readers to broaden the scope of game design to answer questions about life's everyday obstacles. The object of this book is to take seriously the idea that life is a game. The goal is not to make readers wealthier or healthier. Its goal is to go on a journey into the human condition, with game design as a guide.


Representation of disability in childrenвђ™s video games

Автор: Madej, Krystina
Название: Representation of disability in childrenвђ™s video games
ISBN: 103255388X ISBN-13(EAN): 9781032553887
Издательство: Taylor&Francis
Рейтинг:
Цена: 53070.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.

StarCraft: Legacy of the Real-Time Strategy

Автор: Simon Dor
Название: StarCraft: Legacy of the Real-Time Strategy
ISBN: 0472056778 ISBN-13(EAN): 9780472056774
Издательство: Mare Nostrum (Eurospan)
Рейтинг:
Цена: 27720.00 T
Наличие на складе: Нет в наличии.
Описание: StarCraft (Blizzard Entertainment, 1998) is a real-time strategy video game, placing the player in command of three extraterrestrial races fighting against each other for strategic control of resources, terrain, and power. Simon Dor examines the game’s unanticipated effect by delving into the history of the game and the two core competencies it encouraged: decoding and foreseeing. Although StarCraft was not designed as an e-sport, its role in developing foreseeing skills helped give rise to one of the earliest e-sport communities in South Korea.

Apart from the game’s clear landmark status, StarCraft offers a unique insight into changes in gaming culture and, more broadly, the marketability and profit of previously niche areas of interest. The book places StarCraft in the history of real-time strategy games in the 1990s—Dune II, Command & Conquer, Age of Empires—in terms of visual style, narrative tropes, and control. It shows how design decisions, technological infrastructures, and a strong contribution from its gaming community through Battle.net and its campaign editor were necessary conditions for the flexibility it needed to grow its success. In exploring the fanatic clusters of competitive players who formed the first tournaments and professionalized gaming, StarCraft shows that the game was key to the transition towards foreseeing play and essential to competitive gaming and e-sports.


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