Название: Marvel`s midnight suns - the art of the game ISBN: 1789097738 ISBN-13(EAN): 9781789097733 Издательство: Titan books ltd. Рейтинг: Цена: 4651.00 р. Наличие на складе: Есть (1 шт.) Описание: Official art book of the Marvel's Midnight Suns video game, packed with interviews with the creative team behind the game, as well as stunning concept art created during the development process. When the demonic Lilith and her fearsome horde unite with the evil armies of Hydra, it's time to unleash Marvel's dark side. As The Hunter, your mission is to lead an unlikely team of seasoned Super Heroes and dangerous supernatural warriors to victory.
Can legends such as Doctor Strange, Iron Man, and Blade put aside their differences in the face of a growing apocalyptic threat? If you're going to save the world, you'll have to forge alliances and lead the team into battle as the legendary Midnight Suns-Earth's last line of defence against the underworld. Marvel's Midnight Suns - The Art of the Game captures the creative process of this much-anticipated game. The exclusive concept art and in-game renderings created by the talented development team-creating the game in collaboration with Marvel-are shown in glorious detail in this lush, hardback volume.
Characters, locations, gadgets, weapons, monsters, enemies, and much more are all accompanied by unique insights from the artists and developers behind the game. So step into the world of Marvel's Midnight Suns - and rise up against the darkness!
Автор: Van Nuenen, Tom Название: Traveling through video games ISBN: 1032519487 ISBN-13(EAN): 9781032519487 Издательство: Taylor&Francis Рейтинг: Цена: 7501.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Автор: Kilmer, Elizabeth D. Davis, Adam D. Kilmer, Jared Название: Therapeutically applied role-playing games ISBN: 1032251859 ISBN-13(EAN): 9781032251851 Издательство: Taylor&Francis Рейтинг: Цена: 4898.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Therapeutically Applied Role-Playing Games provides a comprehensive approach to implementing therapeutically applied role-playing game (TA-RPG) groups for mental health practitioners. When facilitated by a trained professional, TA-RPGs are a powerful tool for insight, growth, and change for individuals and communities. The Game to Grow Method of Therapeutically Applied Role-Playing Games is a transdiagnostic, transtheoretical, group intervention developed over a decade of practice using Dungeons & Dragons and other popular tabletop role-playing game systems, as well as leveraging therapeutic factors from acceptance and commitment therapy, marriage and family therapy, drama therapy, and interpersonal process groups. TA-RPGs are conceptualized as a gaming system layered on top of established intervention techniques. They can accommodate a multitude of game systems and align with theoretical mechanisms for change found across therapeutic orientations. This work serves as a comprehensive training manual for TA-RPGs, providing a valuable resource for mental health professionals interested in incorporating TA-RPGs into their practice.
A look at the revolution in game live streaming and esports broadcasting
Every day thousands of people broadcast their gaming live to audiences over the internet using popular sites such as Twitch, which reaches more than one hundred million viewers a month. In these new platforms for interactive entertainment, big esports events featuring digital game competitors live stream globally, and audiences can interact with broadcasters--and each other--through chat in real time. What are the ramifications of this exploding online industry? Taking readers inside home studios and backstage at large esports events, Watch Me Play investigates the rise of game live streaming and how it is poised to alter how we understand media and audiences.
Through extensive interviews and immersion in this gaming scene, T. L. Taylor delves into the inner workings of the live streaming platform Twitch. From branding to business practices, she shows the pleasures and work involved in this broadcasting activity, as well as the management and governance of game live streaming and its hosting communities. At a time when gaming is being reinvented through social media, the potential of an ever-growing audience is transforming user-generated content and alternative distribution methods. These changes will challenge the meaning of ownership and intellectual property and open the way to new forms of creativity.
The first book to explore the online phenomenon Twitch and live streaming games, Watch Me Play offers a vibrant look at the melding of private play and public entertainment.
Автор: Adriana de Souza e Silva, Ragan Glover-Rijkse Название: Hybrid Play ISBN: 0367427788 ISBN-13(EAN): 9780367427788 Издательство: Taylor&Francis Рейтинг: Цена: 23734.00 р. 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.
Описание: Building Blocks of Tabletop Game Design: An Encyclopedia of Mechanisms compiles hundreds of game mechanisms, organized by category.
Автор: Mejia Robert, Banks Jaime, Adams Aubrie Название: 100 Greatest Video Game Franchises ISBN: 1442278145 ISBN-13(EAN): 9781442278141 Издательство: Rowman & Littlefield Publishers Рейтинг: Цена: 9504.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: 100 Greatest Video Game Franchises provides readers with an understanding of the cultural significance of these iconic games. Whether the reader is seeking out information on a particular series or on series produced by the same developer, students, scholars, and fans alike will find this collection accessible.
Автор: Caracciolo, Marco Название: On soulsring worlds ISBN: 1032683996 ISBN-13(EAN): 9781032683997 Издательство: Taylor&Francis Рейтинг: Цена: 7501.00 р. 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.
Автор: Smith Alexander Название: They Create Worlds ISBN: 1138389900 ISBN-13(EAN): 9781138389908 Издательство: Taylor&Francis Рейтинг: Цена: 11329.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: They Create Worlds: The Story of the People and Companies That Shaped the Video Game Industry, Vol. 1 is the first in a three-volume set that provides an in-depth analysis of the creation and evolution of the video game industry.
Описание: Pham Xuan An was one of the twentieth century's greatest spies. While working as a correspondent for Time during the Vietnam War, he sent intelligence reports - written in invisible ink or hidden inside spring rolls in film canisters - to Ho Chi Minh and his generals in North Vietnam.Only after Saigon fell in 1975 did An's colleagues learn that the affable raconteur in their midst, acclaimed as ""dean of the Vietnamese press corps,"" was actually a general in the North Vietnamese Army. In recognition of his tradecraft and his ability to spin military losses - such as the T?t Offensive of 1968 - into psychological gains, An was awarded sixteen military medals.After the book's original publication, WikiLeaks revealed that Thomas A. Bass's account of An's career was distributed to CIA agents as a primer in espionage. Now available in paper with a new preface, An's story remains one of the most gripping to emerge from the era.
Описание: Mom, apple pie, and The $64,000 Question. Nothing was more American in the 1950s than the TV quiz show, which both illuminated and mirrored all the hopes, dreams, fads and faults of a nation-come-of-age. Using the quiz show as unique video roadmap into the soul and zeitgeist of a proud republic, Mark Dunn playfully captures in [1950s Game Shows and American Culture] aspects of the iconography of a mid-century United States within the context of TV game playing, prize-winning, and collective self-examination.Dunn devotes the book’s chapters to the various ways in which the country viewed women, minorities, gays, and teens, the eccentricities of the American worker, New York City, the onslaught of Communism and the country’s over-reactive response to it, the news-making events of the day, shadowed by events of the past, all within the parameters of the 1950s television game show—a phenomenon that had become cultural touchstone for the decade. [1950s Game Shows and American Culture] also visits the scandals that marred the genre’s reputation, and drew back the curtain on the propensity for both gullibility and winking cynicism among Americans—a cynicism that would color (but not too harshly), the way the country viewed its magic, rabbit-eared box, and the wonderful, whimsical games people played inside it.
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