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Violent Games: Rules, Realism and Effect, Gareth Schott


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Автор: Gareth Schott
Название:  Violent Games: Rules, Realism and Effect
ISBN: 9781628925623
Издательство: Bloomsbury Academic
Классификация:


ISBN-10: 1628925620
Обложка/Формат: Hardback
Страницы: 288
Вес: 0.48 кг.
Дата издания: 28.07.2016
Серия: Approaches to digital game studies
Язык: English
Иллюстрации: 25 bw illus
Размер: 216 x 140 x 18
Читательская аудитория: Professional & vocational
Ключевые слова: Media studies,Violence in society,Game theory, GAMES / Video & Electronic,SOCIAL SCIENCE / Media Studies,SOCIAL SCIENCE / Violence in Society
Основная тема: Game theory,GAMES / Video & Electronic,SOCIAL SCIENCE / Media Studies,SOCIAL SCIENCE / Violence in Society,Media studies,Violence in society
Подзаголовок: Rules, realism and effect
Рейтинг:
Поставляется из: Англии
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 Schotts 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.

Дополнительное описание: Preface Chapter 1 - Violent Games / Game Violence Chapter 2 - Violent Media as a Political Conception Chapter 3 - Games as Artifice Chapter 4 - Subjective Realism Chapter 5 - Performative Inquiry,Intent and Awareness Chapter 6 - The Activation of Vi



The Myth of Mob Rule: Violent Crime and Democratic Politics

Автор: Miller Lisa Lynn
Название: The Myth of Mob Rule: Violent Crime and Democratic Politics
ISBN: 0190228709 ISBN-13(EAN): 9780190228705
Издательство: Oxford Academ
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Цена: 4750.00 р.
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Описание: Scholars and lay persons alike routinely express concern about the capacity of democratic publics to respond rationally to emotionally charged issues such as crime, particularly when race and class biases are invoked. This is especially true in the United States, which has the highest imprisonment rate in the developed world, the result, many argue, of too many opportunities for elected officials to be highly responsive to public opinion. Limiting the power of democratic publics, in this view, is an essential component of modern governance precisely because of the risk that broad democratic participation can encourage impulsive, irrational and even murderous demands.
These claims about panic-prone mass publics--about the dangers of 'mob rule'--are widespread and are the central focus of Lisa L. Miller's The Myth of Mob Rule. Are democratic majorities easily drawn to crime as a political issue, even when risk of violence is low? Do they support 'rational alternatives' to wholly repressive practices, or are they essentially the bellua multorum capitum, the "many-headed beast," winnowing problems of crime and violence down to inexorably harsh retributive justice?
Drawing on a comparative case study of three countries--the U.S., the U.K. and the Netherlands--The Myth of Mob Rule explores when and with what consequences crime becomes a politically salient issue. Using extensive data from multiple sources, the analyses reverses many of the accepted causal claims in the literature and finds that: serious violence is an important underlying condition for sustained public and political attention to crime; the United States has high levels of both crime and punishment in part because it has failed, in racially stratified ways, to produce fundamental collective goods that insulate modern democratic citizens from risk of violence, a consequence of a democratic deficit, not a democratic surplus; and finally, countries with multi-party parliamentary systems are more responsive to mass publics than the U.S. on crime and that such responsiveness promotes protection from a range of social risks, including from excessive violence and state repression.

Violent Games: Rules, Realism and Effect

Автор: Gareth Schott
Название: Violent Games: Rules, Realism and Effect
ISBN: 1628925612 ISBN-13(EAN): 9781628925616
Издательство: Bloomsbury Academic
Рейтинг:
Цена: 5542.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

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: 13974.00 р.
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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.

The Netflix Effect: Technology and Entertainment in the 21st Century

Автор: Kevin McDonald, Daniel Smith-Rowsey
Название: The Netflix Effect: Technology and Entertainment in the 21st Century
ISBN: 1501340182 ISBN-13(EAN): 9781501340185
Издательство: Bloomsbury Academic
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Цена: 5542.00 р.
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Описание: Netflix is the definitive media company of the 21st century. It was among the first to parlay new Internet technologies into a successful business model, and in the process it changed how consumers access film and television. It is now one of the leading providers of digitally delivered media content and is continually expanding access across a host of platforms and mobile devices. Despite its transformative role, however, Netflix has drawn very little critical attention-far less than competitors such as YouTube, Apple, Amazon, Comcast, and HBO.

This collection addresses this gap, as the essays are designed to critically explore the breadth and diversity of Netflix's effect from a variety of different scholarly perspectives, a necessary approach considering the hybrid nature of Netflix, its inextricable links to new models of media production, distribution, viewer engagement and consumer behavior, its relationship to existing media conglomerates and consumer electronics, its capabilities as a web-based service provider and data network, and its reliance on a broader technological infrastructure.


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