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Online Games, Social Narratives, MacCallum-Stewart, Esther


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Цена: 153120.00T
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Автор: MacCallum-Stewart, Esther
Название:  Online Games, Social Narratives
ISBN: 9780415891905
Издательство: Taylor&Francis
Классификация:


ISBN-10: 0415891906
Обложка/Формат: Hardback
Страницы: 208
Вес: 0.43 кг.
Дата издания: 25.06.2014
Серия: Routledge studies in new media and cyberculture
Язык: English
Иллюстрации: 3 halftones, black and white
Размер: 154 x 236 x 16
Читательская аудитория: General (us: trade)
Рейтинг:
Поставляется из: Европейский союз

Narratives online

Автор: Page, Ruth (university Of Birmingham)
Название: Narratives online
ISBN: 1107139910 ISBN-13(EAN): 9781107139916
Издательство: Cambridge Academ
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Цена: 109830.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Aimed at researchers and students interested in language and new media studies, this book explores how stories are created and consumed online. It is essential reading for anyone interested in the way stories circulate through contemporary media.

Strategic Conspiracy Narratives

Автор: Madisson, Mari-Liis , Ventsel, Andreas
Название: Strategic Conspiracy Narratives
ISBN: 0367030985 ISBN-13(EAN): 9780367030988
Издательство: Taylor&Francis
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Цена: 148010.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Strategic Conspiracy Narratives proposes an innovative semiotic perspective for analysing how contemporary conspiracy theories are used for shaping interpretation paths and identities of a targeted audience.

Respawn: Gamers, Hackers, and Technogenic Life

Автор: Milburn Colin
Название: Respawn: Gamers, Hackers, and Technogenic Life
ISBN: 1478002921 ISBN-13(EAN): 9781478002925
Издательство: Mare Nostrum (Eurospan)
Рейтинг:
Цена: 23370.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание:

In Respawn Colin Milburn examines the connections between video games, hacking, and science fiction that galvanize technological activism and technological communities. Discussing a wide range of games, from Portal and Final Fantasy VII to Super Mario Sunshine and Shadow of the Colossus, Milburn illustrates how they impact the lives of gamers and non-gamers alike. They also serve as resources for critique, resistance, and insurgency, offering a space for players and hacktivist groups such as Anonymous to challenge obstinate systems and experiment with alternative futures. Providing an essential walkthrough guide to our digital culture and its high-tech controversies, Milburn shows how games and playable media spawn new modes of engagement in a computerized world.

Doing Things with Games: Social Impact Through Play

Автор: Lindsay D. Grace
Название: Doing Things with Games: Social Impact Through Play
ISBN: 1138367265 ISBN-13(EAN): 9781138367265
Издательство: Taylor&Francis
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Цена: 71450.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: A contemporary foundation in designing social impact games, this book serves as a guide to designing social impact games with focus on the needs of, media professionals, indie game designers and college students. It is a guide for people looking to create social impact play in game design

Respawn: Gamers, Hackers, and Technogenic Life

Автор: Colin Milburn
Название: Respawn: Gamers, Hackers, and Technogenic Life
ISBN: 1478001348 ISBN-13(EAN): 9781478001348
Издательство: Mare Nostrum (Eurospan)
Рейтинг:
Цена: 117000.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание:

In Respawn Colin Milburn examines the connections between video games, hacking, and science fiction that galvanize technological activism and technological communities. Discussing a wide range of games, from Portal and Final Fantasy VII to Super Mario Sunshine and Shadow of the Colossus, Milburn illustrates how they impact the lives of gamers and non-gamers alike. They also serve as resources for critique, resistance, and insurgency, offering a space for players and hacktivist groups such as Anonymous to challenge obstinate systems and experiment with alternative futures. Providing an essential walkthrough guide to our digital culture and its high-tech controversies, Milburn shows how games and playable media spawn new modes of engagement in a computerized world.

Subjective Experiences of Interactive Nostalgia

Автор: Ryan Lizardi
Название: Subjective Experiences of Interactive Nostalgia
ISBN: 1433162431 ISBN-13(EAN): 9781433162435
Издательство: Peter Lang
Рейтинг:
Цена: 51750.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание:

From explorations of video game series to Netflix shows to Facebook timelines, Subjective Experiences of Interactive Nostalgia helps readers understand what it is actually like to be nostalgic in a world that increasingly asks us to interact with our past. Interdisciplinary authors tackle the subject from historical, philosophical, rhetorical, sociological, and economic perspectives, all the while asking big questions about what it means to be asked to be active participants in our own mediated histories. Scholars and pop culture enthusiasts alike will find something to love as this collection moves from a look at traditional interactive media, such as video games, to nostalgia within all things digital and ends with a rethinking of the potentials of nostalgia itself.


World of Excesses

Автор: Karlsen Faltin
Название: World of Excesses
ISBN: 1409427633 ISBN-13(EAN): 9781409427636
Издательство: Taylor&Francis
Рейтинг:
Цена: 153120.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Addressing the contested question of whether addiction is possible in relation to computer games - specifically online gaming - A World of Excesses demonstrates that excessive playing does not necessarily have detrimental effects, and that there are important contextual elements that influence what consequences playing has for the players.

Gaming the System: Deconstructing Video Games, Games Studies, and Virtual Worlds

Автор: Gunkel David
Название: Gaming the System: Deconstructing Video Games, Games Studies, and Virtual Worlds
ISBN: 0253035716 ISBN-13(EAN): 9780253035714
Издательство: Mare Nostrum (Eurospan)
Рейтинг:
Цена: 30090.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание:

Gaming the System takes continental philosophical traditions out of the ivory tower and into the virtual worlds of video games. In this book, author David J. Gunkel explores how philosophical traditions--put forth by noted thinkers such as Plato, Descartes, Kant, Heidegger, and Zizek--can help us explore and conceptualize recent developments in video games, game studies, and virtual worlds. Furthermore, Gunkel interprets computer games as doing philosophy, arguing that the game world is a medium that provides opportunities to model and explore fundamental questions about the nature of reality, personal identity, social organization, and moral conduct. By using games to investigate and innovate in the area of philosophical thinking, Gunkel shows how areas such as game governance and manufacturers' terms of service agreements actually grapple with the social contract and produce new postmodern forms of social organization that challenge existing modernist notions of politics and the nation state. In this critically engaging study, Gunkel considers virtual worlds and video games as more than just "fun and games," presenting them as sites for new and original thinking about some of the deepest questions concerning the human experience.


Beyond the Sea: Navigating Bioshock

Автор: Parker Felan, Aldred Jessica
Название: Beyond the Sea: Navigating Bioshock
ISBN: 077355498X ISBN-13(EAN): 9780773554986
Издательство: Mare Nostrum (Eurospan)
Рейтинг:
Цена: 33400.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: The Bioshock series looms large in the industry and culture of video games for its ambitious incorporation of high-minded philosophical questions and retro-futuristic aesthetics into the ultraviolent first-person shooter genre. Beyond the Sea marks ten years since the release of the original game with an interdisciplinary collection of essays on Bioshock, Bioshock 2, and Bioshock Infinite. Simultaneously lauded as landmarks in the artistic growth of the medium and criticized for their compromised vision and politics, the Bioshock games have been the subject of significant scholarly and critical discussion. Moving past well-trodden debates, Beyond the Sea broadens the conversation by putting video games in dialogue with a diverse range of other disciplines and cultural forms, from parenting psychology to post-humanism, from Thomas Pynchon to German expressionist cinema. Offering bold new perspectives on a canonical series, Beyond the Sea is a timely contribution to our understanding of the aesthetics, the industry, and the culture of video games. Contributors include Daniel Ante-Contreras (Miracosta), Luke Arnott (Western Ontario), Betsy Brey (Waterloo), Patrick Brown (Iowa), Michael Fuchs (Graz), Jamie Henthorn (Catawba), Brendan Keogh (Queensland), Cameron Kunzelman (Georgia), Cody Mejeur (Michigan State), Matthew Thomas Payne (Notre Dame), Gareth Schott (Waikato), Karen Schrier (Marist), Sarah Stang (York/Ryerson), Sarah Thorne (Carleton), John Vanderhoef (California State, Dominguez Hills), Matthew Wysocki (Flagler), Jordan R. Youngblood (Eastern Connecticut State), and Sarah Zaidan (Emerson).

Woke Gaming: Digital Challenges to Oppression and Social Injustice

Автор: Gray Kishonna L., Leonard David J.
Название: Woke Gaming: Digital Challenges to Oppression and Social Injustice
ISBN: 0295744170 ISBN-13(EAN): 9780295744179
Издательство: Mare Nostrum (Eurospan)
Рейтинг:
Цена: 25080.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание:

From #Gamergate to the 2016 election, to the daily experiences of marginalized perspectives, gaming is entangled with mainstream cultures of systematic exploitation and oppression. Whether visible in the persistent color line that shapes the production, dissemination, and legitimization of dominant stereotypes within the industry itself, or in the dehumanizing representations often found within game spaces, many video games perpetuate injustice and mirror the inequities and violence that permeate society as a whole.

Drawing from groundbreaking research on counter and oppositional gaming and from popular games such as World of Warcraft and Tomb Raider, Woke Gaming examines resistance to problematic spaces of violence, discrimination, and microaggressions in gaming culture. The contributors of these essays seek to identify strategies to detox gaming culture and orient players and gamers toward progressive ends. From Anna Anthropy's Keep Me Occupied to Momo Pixel's Hair, Nah, video games can reveal the power and potential for marginalized communities to resist, and otherwise challenge dehumanizing representations inside and outside of game spaces.

In a moment of #MeToo, #BlackLivesMatter, and efforts to transform current political realities, Woke Gaming illustrates the power and potential of video games to foster change and become a catalyst for social justice.


Playing Nature: Ecology in Video Games

Автор: Alenda Y. Chang
Название: Playing Nature: Ecology in Video Games
ISBN: 1517906318 ISBN-13(EAN): 9781517906313
Издательство: Mare Nostrum (Eurospan)
Рейтинг:
Цена: 90290.00 T
Наличие на складе: Нет в наличии.
Описание:

A potent new book examines the overlap between our ecological crisis and video games
 

Video games may be fun and immersive diversions from daily life, but can they go beyond the realm of entertainment to do something serious—like help us save the planet? As one of the signature issues of the twenty-first century, ecological deterioration is seemingly everywhere, but it is rarely considered via the realm of interactive digital play. In Playing Nature, Alenda Y. Chang offers groundbreaking methods for exploring this vital overlap.

Arguing that games need to be understood as part of a cultural response to the growing ecological crisis, Playing Nature seeds conversations around key environmental science concepts and terms. Chang suggests several ways to rethink existing game taxonomies and theories of agency while revealing surprising fundamental similarities between game play and scientific work.

Gracefully reconciling new media theory with environmental criticism, Playing Nature examines an exciting range of games and related art forms, including historical and contemporary analog and digital games, alternate- and augmented-reality games, museum exhibitions, film, and science fiction. Chang puts her surprising ideas into conversation with leading media studies and environmental humanities scholars like Alexander Galloway, Donna Haraway, and Ursula Heise, ultimately exploring manifold ecological futures—not all of them dystopian.


Playing Nature: Ecology in Video Games

Автор: Chang Alenda Y.
Название: Playing Nature: Ecology in Video Games
ISBN: 1517906326 ISBN-13(EAN): 9781517906320
Издательство: Mare Nostrum (Eurospan)
Рейтинг:
Цена: 22570.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: A potent new book examines the overlap between our ecological crisis and video games  Video games may be fun and immersive diversions from daily life, but can they go beyond the realm of entertainment to do something serious-like help us save the planet? As one of the signature issues of the twenty-first century, ecological deterioration is seemingly everywhere, but it is rarely considered via the realm of interactive digital play. In Playing Nature, Alenda Y. Chang offers groundbreaking methods for exploring this vital overlap.Arguing that games need to be understood as part of a cultural response to the growing ecological crisis, Playing Nature seeds conversations around key environmental science concepts and terms. Chang suggests several ways to rethink existing game taxonomies and theories of agency while revealing surprising fundamental similarities between game play and scientific work.Gracefully reconciling new media theory with environmental criticism, Playing Nature examines an exciting range of games and related art forms, including historical and contemporary analog and digital games, alternate- and augmented-reality games, museum exhibitions, film, and science fiction. Chang puts her surprising ideas into conversation with leading media studies and environmental humanities scholars like Alexander Galloway, Donna Haraway, and Ursula Heise, ultimately exploring manifold ecological futures-not all of them dystopian.


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