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Disability and Video Games, Sp?hrer


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Автор: Sp?hrer
Название:  Disability and Video Games
ISBN: 9783031343735
Издательство: Springer
Классификация:



ISBN-10: 3031343735
Обложка/Формат: Hardback
Страницы: 357
Вес: 0.63 кг.
Дата издания: 02.01.2024
Язык: English
Размер: 158 x 219 x 30
Основная тема: Cultural and Media Studies
Ссылка на Издательство: Link
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Поставляется из: Германии
Описание: This collection intends to fill a long overdue research gap on the praxeological aspects of the relationships between disabilities, accessibility, and digital gaming. It will focus on the question of how Game Studies can profit from a Disability Studies perspective of en-/disabling gaming and issues of disability, (in)accessibility and ableism, and vice versa. Instead of departing from the medical model of disability that informs a wide range of publications on “disabled” gaming and that preconceives users as either “able-bodied,” “normal” or as “disabled,” “deficit,” or “unable to play,” our central premise is that dis/ability is not an essential characteristic of the playing subject. We rather intend to analyze the complex infrastructures of playing, i.e., the complex interplay of heterogeneous human and non-human actors, that are en- or disabling.
Дополнительное описание: 1.Dis-/Ability, Accessibility and Video Games: Chapters in the Context of a Research Overview._ Part I En-/Disabling Interfaces: History and Present._ 2 Game Interfaces as Disabling Infrastructures.- 3 Who Can Play? Rethinking Video Game Controllers and A


Children, Deafness, and Deaf Cultures in Popular Media

Автор: John Stephens, Vivian Yenika-Agbaw
Название: Children, Deafness, and Deaf Cultures in Popular Media
ISBN: 1496842049 ISBN-13(EAN): 9781496842046
Издательство: Mare Nostrum (Eurospan)
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Цена: 91960.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Contributions by Cynthia Neese Bailes, Nina Batt, Lijun Bi, Hélène Charderon, Stuart Ching, Helene Ehriander, Xiangshu Fang, Sara Kersten-Parish, Helen Kilpatrick, Jessica Kirkness, Sung-Ae Lee, Jann Pataray-Ching, Angela Schill, Josh Simpson, John Stephens, Corinne Walsh, Nerida Wayland, and Vivian Yenika-Agbaw

Children, Deafness, and Deaf Cultures in Popular Media examines how creative works have depicted what it means to be a deaf or hard of hearing child in the modern world. In this collection of critical essays, scholars discuss works that cover wide-ranging subjects and themes: growing up deaf in a hearing world, stigmas associated with deafness, rival modes of communication, friendship and discrimination, intergenerational tensions between hearing and nonhearing family members, and the complications of establishing self-identity in increasingly complex societies. Contributors explore most of the major genres of children’s literature and film, including realistic fiction, particularly young adult novels, as well as works that make deft use of humor and parody. Further, scholars consider the expressive power of multimodal forms such as graphic novel and film to depict experience from the perspective of children.

Representation of the point of view of child characters is central to this body of work and to the intersections of deafness with discourses of diversity and social justice. The child point of view supports a subtle advocacy of a wider understanding of the multiple ways of being D/deaf and the capacity of D/deaf children to give meaning to their unique experiences, especially as they find themselves moving between hearing and Deaf communities. These essays will alert scholars of children’s literature, as well as the reading public, to the many representations of deafness that, like deafness itself, pervade all cultures and are not limited to specific racial or sociocultural groups.

Gaming disability :

Автор: Katie Ellis, Tama Leaver, Mike Kent
Название: Gaming disability :
ISBN: 1032372850 ISBN-13(EAN): 9781032372853
Издательство: Taylor&Francis
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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.

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
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Цена: 137810.00 T
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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
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Цена: 50010.00 T
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Hybrid Play

Автор: Adriana de Souza e Silva, Ragan Glover-Rijkse
Название: Hybrid Play
ISBN: 0367427788 ISBN-13(EAN): 9780367427788
Издательство: Taylor&Francis
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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.

Red Dead Redemption: History, Myth, and Violence in the Video Game West

Автор: Esther Wright, John Wills
Название: Red Dead Redemption: History, Myth, and Violence in the Video Game West
ISBN: 0806191929 ISBN-13(EAN): 9780806191928
Издательство: Mare Nostrum (Eurospan)
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Цена: 54340.00 T
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Описание: While the Western was dying a slow death across the cultural landscape, it was blazing back to life as a video game in the early twenty-first century. Rockstar Games’ Red Dead franchise, beginning with Red Dead Revolver in 2004, has grown into one of the most critically acclaimed video game franchises of the twenty-first century. Red Dead Redemption: History, Myth, and Violence in the Video Game West offers a critical, interdisciplinary look at this cultural phenomenon at the intersection of game studies and American history.

Drawing on game studies, western history, American studies, and cultural studies, the authors train a wide-ranging, deeply informed analytic perspective on the Red Dead franchise—from its earliest incarnation to the latest, Red Dead Redemption 2 (2018). Their intersecting chapters put the series in the context of American history, culture, and contemporary media, with inquiries into issues of authenticity, realism, the meaning of play and commercial promotion, and the relationship between the game and the wider cultural iterations of the classic Western. The contributors also delve into the role the series’ development has played in recent debates around working conditions in the gaming industry and gaming culture.

In its redeployment and reinvention of the Western’s myth and memes, the Red Dead franchise speaks to broader aspects of American culture—the hold of the frontier myth and the “Wild West” over the popular imagination, the role of gun culture in society, depictions of gender and ethnicity in mass media, and the increasing allure of digital escapism—all of which come in for scrutiny here, making this volume a vital, sweeping, and deeply revealing cultural intervention.

Gaming and the Divine: A New Systematic Theology of Video Games

Автор: Frank G. Bosman
Название: Gaming and the Divine: A New Systematic Theology of Video Games
ISBN: 1138579564 ISBN-13(EAN): 9781138579569
Издательство: Taylor&Francis
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Цена: 148010.00 T
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Описание: This book formulates a new theological approach to the study of religion in gaming.

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.

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
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Цена: 147840.00 T
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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.

Does Playing Video Games Make Players More Violent?

Автор: Gunter
Название: Does Playing Video Games Make Players More Violent?
ISBN: 1137579846 ISBN-13(EAN): 9781137579843
Издательство: Springer
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Цена: 93160.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: This book is an academic work which reviews and critiques the research literature concerning violent games and their alleged effects on players. It examines the debates about the potential effects of these games and the divisions between scholars working in the field. It places the research on violent video games in the longer historical context of scholarly work on media violence. It examines research from around the world on the nature of video games and their effects. It provides a critique of relevant theories of media violence effects and in particular theories developed within the older media violence literature and then considers how useful this and newer scholarly work might be for policy-makers and regulators. The book identifies where gaps exist in the extent literature and where future research attention might be directed.

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.

Gaming Disability

Название: Gaming Disability
ISBN: 0367357143 ISBN-13(EAN): 9780367357146
Издательство: Taylor&Francis
Рейтинг:
Цена: 132710.00 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.


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