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Fans and Videogames, 


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Название:  Fans and Videogames
ISBN: 9781138679672
Издательство: Taylor&Francis
Классификация:


ISBN-10: 1138679674
Обложка/Формат: Hardback
Страницы: 252
Вес: 0.48 кг.
Дата издания: 03.03.2017
Серия: Routledge advances in game studies
Иллюстрации: 18 halftones, black and white; 18 illustrations, black and white
Размер: 159 x 235 x 19
Подзаголовок: Histories, fandom, archives
Ссылка на Издательство: Link
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Поставляется из: Европейский союз


Fans and Videogames

Название: Fans and Videogames
ISBN: 0367878526 ISBN-13(EAN): 9780367878528
Издательство: Taylor&Francis
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Цена: 6889.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: This volume brings together essays that explore game fandom from diverse perspectives to offer a broad and holistic understanding of the complex processes at work in the phenomenon of game fandom and its practices.

Performativity in Art, Literature, and Videogames

Автор: Darshana Jayemanne
Название: Performativity in Art, Literature, and Videogames
ISBN: 3319853961 ISBN-13(EAN): 9783319853963
Издательство: Springer
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Цена: 17074.00 р.
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Описание: This book modifies the concept of performativity with media theory in order to build a rigorous method for analyzing videogame performances. Beginning with an interdisciplinary exploration of performative motifs in Western art and literary history, the book shows the importance of framing devices in orienting audiences` experience of art.

Best Before: Videogames, Supersession and Obsolescence

Автор: James Newman
Название: Best Before: Videogames, Supersession and Obsolescence
ISBN: 0415577918 ISBN-13(EAN): 9780415577915
Издательство: Taylor&Francis
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Цена: 23734.00 р.
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Описание: Best Before examines the ways in which the obsessions with technological obsolescence and supersession and an industry defined by continual innovation have effectively closed down the possibility of valuing old videogames in any way other than curiosities or waypoints along the teleological journey to the next generation of hardware and software.

Tragic Time in Drama, Film, and Videogames

Автор: Rebecca Bushnell
Название: Tragic Time in Drama, Film, and Videogames
ISBN: 1137585250 ISBN-13(EAN): 9781137585257
Издательство: Springer
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Цена: 6097.00 р.
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Описание: This book explores how classical and Shakespearean tragedy has shaped the temporality of crisis on the stage and in time-travel films and videogames. In turn, it uncovers how performance and new media can challenge common assumptions about tragic causality and fate. Traditional tragedies may present us with a present when a calamity is staged, a decisive moment in which everything changes. However, modern performance, adaptation and new media can question the premises of that kind of present crisis and its fatality. By offering replays or alternative endings, experimental theatre, adaptation, time travel films and videogames reinvent the tragic experience of irreversible present time. This book offers the reader a fresh understanding of tragic character and agency through these new media’s exposure of the genre’s deep structure.

Exploring Videogames with Deleuze and Guattari

Автор: Cremin, Colin
Название: Exploring Videogames with Deleuze and Guattari
ISBN: 1138925535 ISBN-13(EAN): 9781138925533
Издательство: Taylor&Francis
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Цена: 9186.00 р.
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Atari to Zelda Japan`s Videogames in Global Contexts

Автор: Mia Consalvo
Название: Atari to Zelda Japan`s Videogames in Global Contexts
ISBN: 0262545764 ISBN-13(EAN): 9780262545761
Издательство: Random House (USA)
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Цена: 3678.00 р.
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Sports Videogames

Автор: Consalvo, Mia
Название: Sports Videogames
ISBN: 0415637554 ISBN-13(EAN): 9780415637558
Издательство: Taylor&Francis
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Цена: 26030.00 р.
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The Counterfeit Coin: Videogames and Fantasies of Empowerment

Автор: Christopher Goetz
Название: The Counterfeit Coin: Videogames and Fantasies of Empowerment
ISBN: 197882551X ISBN-13(EAN): 9781978825512
Издательство: Mare Nostrum (Eurospan)
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Цена: 18810.00 р.
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Описание: The Counterfeit Coin argues that games and related entertainment media have become almost inseparable from fantasy. In turn, these media are making fantasy itself visible in new ways. Though apparently asocial and egocentric—an internal mental image expressing the fulfillment of some wish—fantasy has become a key term in social contestations of the emerging medium. At issue is whose fantasies are catered to, who feels powerful and gets their way, and who is left out. This book seeks to undo the monolith of commercial gaming by locating multiplicity and difference within fantasy itself. It introduces and tracks three broad fantasy traditions that dynamically connect apparently distinct strata of a game (story and play), that join games to other media, and that encircle players in pleasurable loops as they follow these connections.

Videogames and agency

Автор: Bodi, Bettina (de Montfort University, Uk)
Название: Videogames and agency
ISBN: 1032288477 ISBN-13(EAN): 9781032288475
Издательство: Taylor&Francis
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Цена: 5358.00 р.
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Описание: Videogames and Agency explores the trend in videogames and their marketing to offer a player higher volumes, or even more distinct kinds, of player freedom. The book offers a new conceptual framework that helps us understand how this freedom to act is discussed by designers, and how that in turn reflects in their design principles.

Comics and videogames

Автор: Rauscher, Andreas Stein, Daniel Thon, Jan-noel
Название: Comics and videogames
ISBN: 0367539012 ISBN-13(EAN): 9780367539016
Издательство: Taylor&Francis
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Цена: 6276.00 р.
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Описание: This book offers the first comprehensive study of the many interfaces shaping the relationship between comics and videogames. It combines in-depth conceptual reflection with a rich selection of paradigmatic case studies from contemporary media culture.The editors have gathered a distinguished group of international scholars working at the interstices of comics studies and game studies to explore two interrelated areas of inquiry: The first part of the book focuses on hybrid medialities and experimental aesthetics "between" comics and videogames; the second part zooms in on how comics and videogames function as transmedia expansions within an increasingly convergent and participatory media culture. The individual chapters address synergies and intersections between comics and videogames via a diverse set of case studies ranging from independent and experimental projects via popular franchises from the corporate worlds of DC and Marvel to the more playful forms of media mix prominent in Japan.Offering an innovative intervention into a number of salient issues in current media culture, Comics and Videogames will be of interest to scholars and students of comics studies, game studies, popular culture studies, transmedia studies, and visual culture studies.

Japanese Culture Through Videogames

Автор: Hutchinson Rachael
Название: Japanese Culture Through Videogames
ISBN: 036772815X ISBN-13(EAN): 9780367728151
Издательство: Taylor&Francis
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Цена: 7195.00 р.
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Описание: Examining a wide range of Japanese videogames, including arcade fighting games, PC-based strategy games and console JRPGs, this book assesses their cultural significance and shows how gameplay and context can be analysed together to understand videogames as a dynamic mode of artistic expression.

Simulating Good and Evil: The Morality and Politics of Videogames

Автор: Marcus Schulzke
Название: Simulating Good and Evil: The Morality and Politics of Videogames
ISBN: 1978818572 ISBN-13(EAN): 9781978818576
Издательство: Mare Nostrum (Eurospan)
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Цена: 18810.00 р.
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Описание: Simulating Good and Evil shows that the moral panic surrounding violent videogames is deeply misguided, and often politically motivated, but that games are nevertheless morally important. Simulated actions are morally defensible because they take place outside the real world and do not inflict real harms. Decades of research purporting to show that videogames are immoral has failed to produce convincing evidence of this. However, games are morally important because they simulate decisions that would have moral weight if they were set in the real world. Videogames should be seen as spaces in which players may experiment with moral reasoning strategies without taking any actions that would themselves be subject to moral evaluation. Some videogame content may be upsetting or offensive, but mere offense does not necessarily indicate a moral problem. Upsetting content is best understood by applying existing theories for evaluating political ideologies and offensive speech.  


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