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Researching Virtual Worlds, Phillips, Louise


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Цена: 153120.00T
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При оформлении заказа до: 2025-08-18
Ориентировочная дата поставки: конец Сентября - начало Октября
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Автор: Phillips, Louise
Название:  Researching Virtual Worlds
ISBN: 9780415624442
Издательство: Taylor&Francis
Классификация:


ISBN-10: 0415624444
Обложка/Формат: Hardback
Страницы: 186
Вес: 0.43 кг.
Дата издания: 23.07.2013
Серия: Routledge studies in new media and cyberculture
Язык: English
Иллюстрации: 10 tables, black and white; 8 line drawings, black and white; 10 halftones, black and white
Размер: 237 x 156 x 16
Читательская аудитория: General (us: trade)
Подзаголовок: Methodologies for studying emergent practices
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Поставляется из: Европейский союз

Researching Virtual Play Experiences: Visual Methods in Education Research

Автор: Bailey Chris
Название: Researching Virtual Play Experiences: Visual Methods in Education Research
ISBN: 3030786935 ISBN-13(EAN): 9783030786939
Издательство: Springer
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Цена: 111790.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: This book illuminates the lived experience of a group of primary school children engaged in virtual world play during a year-long after-school club. It will be of interest and value to researchers of children`s play, as well as those who explore visual methods and design multimodal research outputs.

War Games

Автор: Eagle Jonna
Название: War Games
ISBN: 0813598915 ISBN-13(EAN): 9780813598918
Издательство: Mare Nostrum (Eurospan)
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Цена: 20860.00 T
Наличие на складе: Невозможна поставка.
Описание: The word "wargames" might seem like a contradiction in terms. After all, the declaration "This is war" is meant to signal that things have turned deadly serious, that there is no more playing around. Yet the practices of war are intimately entangled with practices of gaming, from military videogames to live battle reenactments. How do these forms of play impact how both soldiers and civilians perceive acts of war?   This Quick Take considers how various war games and simulations shape the ways we imagine war. Paradoxically, these games grant us a sense of mastery and control as we strategize and scrutinize the enemy, yet also allow us the thrilling sense of being immersed in the carnage and chaos of battle. But as simulations of war become more integrated into both popular culture and military practice, how do they shape our apprehension of the traumatic realities of warfare?   Covering everything from chess to football, from Saving Private Ryan to American Sniper, and from Call of Duty to drone interfaces, War Games is an essential guide for anyone seeking to understand the militarization of American culture, offering a compact yet comprehensive look at how we play with images of war.  

Serious Games And Virtual Worlds In Education, Professional Development, A

Автор: Bredl & B?sche
Название: Serious Games And Virtual Worlds In Education, Professional Development, A
ISBN: 1466636734 ISBN-13(EAN): 9781466636736
Издательство: Mare Nostrum (Eurospan)
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Цена: 170010.00 T
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Описание: Too often the suggestion of using games and virtual environments in an educational setting is met with skepticism and objections. Many traditionally-oriented educators are simply not aware of the benefits that come from implementing digital games into an instructional environment. <br><br><em>Serious Games and Virtual Worlds in Education, Professional Development, and Healthcare</em> seeks to counter these doubts by explaining how digital environments can easily become familiar and beneficial for educational and professional development. Highlighting techniques beyond the traditional practice, this reference source is useful for researchers, academics, professionals, and students interested in the benefits to implementing these games into various aspects of our environment.

Virtual Existentialism: Meaning and Subjectivity in Virtual Worlds

Автор: Gualeni Stefano, Vella Daniel
Название: Virtual Existentialism: Meaning and Subjectivity in Virtual Worlds
ISBN: 3030384802 ISBN-13(EAN): 9783030384807
Издательство: Springer
Цена: 60550.00 T
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Описание: Chiefly drawing on the philosophical traditions of existentialism, it articulates the idea that - by means of our technical equipment and coordinated practices - human beings disclose contexts or worlds in which they can perceive, feel, act, and think.

Body, Soul and Cyberspace in Contemporary Science Fiction Cinema

Автор: Magerst?dt
Название: Body, Soul and Cyberspace in Contemporary Science Fiction Cinema
ISBN: 1137399406 ISBN-13(EAN): 9781137399403
Издательство: Springer
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Цена: 55890.00 T
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Описание: Body, Soul and Cyberspace explores how recent science-fiction cinema answers questions about body and soul, virtuality, and spirituality in the digital age by linking cinematic themes with religious, philosophical and ethical concepts.

Learning in Real and Virtual Worlds

Автор: Lacasa Pilar
Название: Learning in Real and Virtual Worlds
ISBN: 1137312041 ISBN-13(EAN): 9781137312044
Издательство: Springer
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Цена: 74530.00 T
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Описание: Packed with critical analysis and real-life examples, this book explores how children`s video games can cultivate learning. Lacasa takes several commercial video games and shows how they can be used both in and out of the classroom to teach initiative and problem-solving, encourage creativity, promote literacy, and develop reasoning skills.

Understanding Machinima: Essays on Filmmaking in Virtual Worlds

Автор: Jenna Ng
Название: Understanding Machinima: Essays on Filmmaking in Virtual Worlds
ISBN: 1441140522 ISBN-13(EAN): 9781441140524
Издательство: Bloomsbury Academic
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Цена: 147840.00 T
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Описание: In this groundbreaking collection, Dr. Jenna Ng brings together academics and award-winning artists and machinima makers to explore the fascinating combination of cinema, animation and games in machinima (the use of computer game engines to produce animated films in cost- and time-efficient ways). Book-ended by a preface by Henry Lowood (curator for history of science and technology collections at Stanford University) and an interview with Isabelle Arvers (machinima artist, trainer, critic, and curator), the collection features wide-ranging discussions addressing machinima not only from diverse theoretical perspectives, but also in its many dimensions as game art, First Nations media art, documentary, and pedagogical tool. Making use of interactive multimedia to enhance the text, each chapter features a QR code which leads to a mobile website cross-referencing with its print text, integrating digital and print content while also taking into account the portability of digital devices in resonance with machinima's mobile digital forms. Exploring the many dimensions of machinima production and reception, Understanding Machinima extends machinima's critical scholarship and debate, underscoring the exciting potential of this emerging media form.

Intermedia Games—Games Inter Media: Video Games and Intermediality

Автор: Michael Fuchs, Jeff Thoss
Название: Intermedia Games—Games Inter Media: Video Games and Intermediality
ISBN: 1501330497 ISBN-13(EAN): 9781501330490
Издательство: Bloomsbury Academic
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Цена: 137280.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com

While all media are part of intermedial networks, video games are often at the nexus of that network. They not only employ cinematics, embedded books, and in-world television screens for various purposes, but, in our convergence culture, video games also play a vital role in allowing players to explore transmedia storyworlds. At the same time, video games are frequently thematized and remediated in film, television, and literature. Indeed, the central role video games assume in intermedial networks provides testament to their significance in the contemporary media environment.

In this volume, an international group of contributors discuss not only intermedial phenomena in video games, but also the intermedial networks surrounding them. Intermedia Games-Games Inter Media will deepen readers' understanding of the convergence culture of the early twenty-first century and video games' role in it.

The Interactive Past: Archaeology, Heritage, and Video Games

Автор: Angus A.A. Mol, Csilla E. Ariese-Vandemeulebroucke, Krijn H.J. Boom, Aris Politopoulos
Название: The Interactive Past: Archaeology, Heritage, and Video Games
ISBN: 9088904367 ISBN-13(EAN): 9789088904363
Издательство: Marston Book Services
Цена: 52800.00 T
Наличие на складе: Невозможна поставка.
Описание: The Interactive Past brings together a diverse group of thinkers - including archaeologists, heritage scholars, game creators, conservators and more - who explore the interface of video games and the past in a series of unique and engaging writings.

Автор: Angus A.A. Mol, Csilla E. Ariese-Vandemeulebroucke, Krijn H.J. Boom, Aris Politopoulos
Название: The Interactive Past: Archaeology, Heritage, and Video Games
ISBN: 9088904375 ISBN-13(EAN): 9789088904370
Издательство: Marston Book Services
Цена: 158400.00 T
Наличие на складе: Невозможна поставка.
Описание: The Interactive Past brings together a diverse group of thinkers - including archaeologists, heritage scholars, game creators, conservators and more - who explore the interface of video games and the past in a series of unique and engaging writings.

Intermedia games-games inter media

Название: Intermedia games-games inter media
ISBN: 1501368125 ISBN-13(EAN): 9781501368127
Издательство: Bloomsbury Academic
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Цена: 34840.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание:

This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com

While all media are part of intermedial networks, video games are often at the nexus of that network. They not only employ cinematics, embedded books, and in-world television screens for various purposes, but, in our convergence culture, video games also play a vital role in allowing players to explore transmedia storyworlds. At the same time, video games are frequently thematized and remediated in film, television, and literature. Indeed, the central role video games assume in intermedial networks provides testament to their significance in the contemporary media environment.

In this volume, an international group of contributors discuss not only intermedial phenomena in video games, but also the intermedial networks surrounding them. Intermedia Games-Games Inter Media will deepen readers' understanding of the convergence culture of the early twenty-first century and video games' role in it.


Metaphors of internet

Название: Metaphors of internet
ISBN: 1433174499 ISBN-13(EAN): 9781433174490
Издательство: Peter Lang
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Цена: 132360.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание:

What happens when the internet is absorbed into everyday life? How do we make sense of something that is invisible but still so central? A group of digital culture experts address these questions in Metaphors of Internet: Ways of Being in the Age of Ubiquity.

Twenty years ago, the internet was imagined as standing apart from humans. Metaphorically it was a frontier to explore, a virtual world to experiment in, an ultra-high-speed information superhighway. Many popular metaphors have fallen out of use, while new ones arise all the time. Today we speak of data lakes, clouds and AI. The essays and artwork in this book evoke the mundane, the visceral, and the transformative potential of the internet by exploring the currently dominant metaphors. Together they tell a story of kaleidoscopic diversity of how we experience the internet, offering a richly textured glimpse of how the internet has both disappeared and at the same time, has fundamentally transformed everyday social customs, work, and life, death, politics, and embodiment.



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