Название: Role-playing game studies ISBN: 0815369204 ISBN-13(EAN): 9780815369202 Издательство: Taylor&Francis Рейтинг: Цена: 8420.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: This collection offers readers a comprehensive, multidisciplinary, international, and transmedia examination of roleplaying games Each chapter includes key terms, sidebars with additional content, and recommended readings to help both students and postgraduates new to roleplaying games get the full scope of this interdisciplinary field.
Название: Dictionary of Media Studies ISBN: 0713675934 ISBN-13(EAN): 9780713675931 Издательство: A & C Black Рейтинг: Цена: 1484.00 р. Наличие на складе: Есть (1 шт.) Описание: Covering television, film, radio and theatre, this book includes thousands of words and expressions used in the media and entertainment industries. So whether someone wants to find out the definition of cinema verite or the components of a storyboard, this dictionary has the answers.
Автор: Matthew Payne Название: Playing War: Military Video Games After 9/11 ISBN: 147980522X ISBN-13(EAN): 9781479805228 Издательство: Mare Nostrum (Eurospan) Рейтинг: Цена: 4514.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: The culture that made military shooter video games popular and key in understanding the War on Terror. No video game genre has been more popular or more lucrative in recent years than the “military shooter.” Franchises such as Call of Duty, Battlefield, and those bearing Tom Clancy’s name turn over billions of dollars annually by promising to immerse players in historic and near-future battles, converting the reality of contemporary conflicts into playable, experiences. In the aftermath of 9/11, these games transformed a national crisis into fantastic and profitable adventures, where seemingly powerless spectators became solutions to these virtual Wars on Terror. Playing War provides a cultural framework for understanding the popularity of military-themed video games and their significance in the ongoing War on Terror. Matthew Payne examines post-9/11 shooter-style game design as well as gaming strategies to expose how these practices perpetuate and challenge reigning political beliefs about America’s military prowess and combat policies. Far from offering simplistic escapist pleasures, these post-9/11 shooters draw on a range of nationalist mythologies, positioning the player as the virtual hero at every level. Through close readings of key games, analyses of marketing materials, and participant observations of the war gaming community, Playing War examines an industry mobilizing anxieties about terrorism and invasion to craft immersive titles that transform international strife into interactive fun.
Автор: Matthew Payne Название: Playing War: Military Video Games After 9/11 ISBN: 1479848565 ISBN-13(EAN): 9781479848560 Издательство: Mare Nostrum (Eurospan) Рейтинг: Цена: 11161.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: The culture that made military shooter video games popular and key in understanding the War on Terror. No video game genre has been more popular or more lucrative in recent years than the “military shooter.” Franchises such as Call of Duty, Battlefield, and those bearing Tom Clancy’s name turn over billions of dollars annually by promising to immerse players in historic and near-future battles, converting the reality of contemporary conflicts into playable, experiences. In the aftermath of 9/11, these games transformed a national crisis into fantastic and profitable adventures, where seemingly powerless spectators became solutions to these virtual Wars on Terror. Playing War provides a cultural framework for understanding the popularity of military-themed video games and their significance in the ongoing War on Terror. Matthew Payne examines post-9/11 shooter-style game design as well as gaming strategies to expose how these practices perpetuate and challenge reigning political beliefs about America’s military prowess and combat policies. Far from offering simplistic escapist pleasures, these post-9/11 shooters draw on a range of nationalist mythologies, positioning the player as the virtual hero at every level. Through close readings of key games, analyses of marketing materials, and participant observations of the war gaming community, Playing War examines an industry mobilizing anxieties about terrorism and invasion to craft immersive titles that transform international strife into interactive fun.
Описание: The 1980s saw the peak of a moral panic over fantasy role-playing games such as Dungeons and Dragons. This book explores both the history and the sociological significance of this panic. It is suitable for those with an interest in religion, popular culture, and social behavior, both in the classroom and beyond.
Автор: Freyermuth Gundolf S. Название: Games - Game Design - Game Studies: An Introduction ISBN: 383762983X ISBN-13(EAN): 9783837629835 Издательство: Gazelle Book Services Рейтинг: Цена: 4931.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: How did games rise to become the central audio-visual form of expression and storytelling in digital culture? How did the practices of their artistic production come into being? How did the academic analysis of the new mediums social effects and cultural meaning develop? Addressing these fundamental questions and aspects of digital game culture in a holistic way for the first time, Gundolf S Freyermuths introduction outlines the media-historical development phases of analogue and digital games, the history and artistic practices of game design, as well as the history, academic approaches, and most important research topics of game studies.
Автор: Brown Название: Sexuality in Role-Playing Games ISBN: 1138812552 ISBN-13(EAN): 9781138812550 Издательство: Taylor&Francis Рейтинг: Цена: 24499.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание:
Role-playing games offer a chance to pretend, make believe, and share fantasy. They often invoke heavy themes into their game play: morality, violence, politics, spirituality, or sexuality. Although interesting moral debates perennially appear in the media and academia concerning the appropriateness of games' ability to deal with such adult concepts, very little is known about the intersection between games, playfulness, and sexuality and what this might mean for players.
This book offers an in-depth, ethnographic look into the phenomenon of erotic role-play through the experiences of players in multiplayer and tabletop role-playing games. Brown explores why participants engage in erotic role-play; discusses the rules involved in erotic role-play; and uncovers what playing with sexuality in ludic environments means for players, their partners, and their everyday lives. Taken together, this book provides a rich, nuanced, and detailed account of a provocative topic.
Автор: Brown Название: Sexuality in Role-Playing Games ISBN: 1138097705 ISBN-13(EAN): 9781138097704 Издательство: Taylor&Francis Рейтинг: Цена: 7348.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
18+ запрещено для детей
Описание:
Role-playing games offer a chance to pretend, make believe, and share fantasy. They often invoke heavy themes into their game play: morality, violence, politics, spirituality, or sexuality. Although interesting moral debates perennially appear in the media and academia concerning the appropriateness of games' ability to deal with such adult concepts, very little is known about the intersection between games, playfulness, and sexuality and what this might mean for players.
This book offers an in-depth, ethnographic look into the phenomenon of erotic role-play through the experiences of players in multiplayer and tabletop role-playing games. Brown explores why participants engage in erotic role-play; discusses the rules involved in erotic role-play; and uncovers what playing with sexuality in ludic environments means for players, their partners, and their everyday lives. Taken together, this book provides a rich, nuanced, and detailed account of a provocative topic.
An exploration of why we play video games despite the fact that we are almost certain to feel unhappy when we fail at them.
We may think of video games as being "fun," but in The Art of Failure, Jesper Juul claims that this is almost entirely mistaken. When we play video games, our facial expressions are rarely those of happiness or bliss. Instead, we frown, grimace, and shout in frustration as we lose, or die, or fail to advance to the next level. Humans may have a fundamental desire to succeed and feel competent, but game players choose to engage in an activity in which they are nearly certain to fail and feel incompetent. So why do we play video games even though they make us unhappy? Juul examines this paradox.
In video games, as in tragic works of art, literature, theater, and cinema, it seems that we want to experience unpleasantness even if we also dislike it. Reader or audience reaction to tragedy is often explained as catharsis, as a purging of negative emotions. But, Juul points out, this doesn't seem to be the case for video game players. Games do not purge us of unpleasant emotions; they produce them in the first place. What, then, does failure in video game playing do?
Juul argues that failure in a game is unique in that when you fail in a game, you (not a character) are in some way inadequate. Yet games also motivate us to play more, in order to escape that inadequacy, and the feeling of escaping failure (often by improving skills) is a central enjoyment of games. Games, writes Juul, are the art of failure: the singular art form that sets us up for failure and allows us to experience it and experiment with it.
The Art of Failure is essential reading for anyone interested in video games, whether as entertainment, art, or education.
Автор: Mould David H. Название: Postcards from Stanland: Journeys in Central Asia ISBN: 0821421778 ISBN-13(EAN): 9780821421772 Издательство: Mare Nostrum (Eurospan) Рейтинг: Цена: 3129.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание:
Central Asia has long stood at the crossroads of history. It was the staging ground for the armies of the Mongol Empire, for the nineteenth-century struggle between the Russian and British empires, and for the NATO campaign in Afghanistan. Today, multinationals and nations compete for the oil and gas reserves of the Caspian Sea and for control of the pipelines. Yet “Stanland” is still, to many, a terra incognita, a geographical blank.
Beginning in the mid-1990s, academic and journalist David Mould’s career took him to the region on Fulbright Fellowships and contracts as a media trainer and consultant for UNESCO and USAID, among others. In Postcards from Stanland, he takes readers along with him on his encounters with the people, landscapes, and customs of the diverse countries—Kazakhstan, Kyrgyzstan, Tajikistan, and Uzbekistan—he came to love. He talks with teachers, students, politicians, environmental activists, bloggers, cab drivers, merchants, Peace Corps volunteers, and more.
Until now, few books for a nonspecialist readership have been written on the region, and while Mould brings his own considerable expertise to bear on his account—for example, he is one of the few scholars to have conducted research on post-Soviet media in the region—the book is above all a tapestry of place and a valuable contribution to our understanding of the post-Soviet world.
Описание: Cultural Science is a new way of thinking about culture. The book synthesises recent work across different disciplines, setting out a new, evolutionary approach to cultural studies. Engaging with scientific traditions in a way that previous literature has failed to do, it promises to be break new ground in social scientific scholarship.
American Tantalus argues that modern US fictions often grow preoccupied by tantalisation. This keyword might seem commonplace; thesauruses, certainly, often lump it in with tease and torment in their general inventories of desire. Such lists, however, mislead. Just as most US dictionaries have in fact long recognised tantalise's origins in The Odyssey, so they have defined it as the unique desire we feel for objects that (like the fruit and water once cruelly placed before Tantalus) lie within our reach yet withdraw from our attempts to touch them.
On these terms, American Tantalus shows, tantalise not only describes a particular kind of thwarted desire, but also one that dominates modern US fiction to a remarkable extent. For this term specifically evokes the yearning to touch alienated or virginal objects that we find examined by F. Scott Fitzgerald, Toni Cade Bambara, Richard Wright and Toni Morrison; and it also indicates the insatiable pursuit of the horizon so important to Willa Cather and Edith Wharton among others. This eclectic canon indeed "prefers" the dictionary to the thesaurus: unreachable destinations and untouched commodities here indeed tantalise, inviting gestures of inquiry from which they then recoil. This focus, while lodging cycles of tantalisation at the very heart of American myth, holds profound implications for our understanding of modernity, and, in particular, of the cultural genesis of the commodity as a form.
ООО "Логосфера " Тел:+7(495) 980-12-10 www.logobook.ru