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Children`s Games in the New Media Age, Richards


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Автор: Richards
Название:  Children`s Games in the New Media Age
ISBN: 9781409450252
Издательство: Taylor&Francis
Классификация:


ISBN-10: 1409450252
Обложка/Формат: Paperback
Страницы: 238
Вес: 0.46 кг.
Дата издания: 05.03.2014
Серия: Studies in childhood, 1700 to the present
Язык: English
Размер: 234 x 162 x 16
Читательская аудитория: Postgraduate, research & scholarly
Ключевые слова: Social & cultural history, HISTORY / Modern / 19th Century,SOCIAL SCIENCE / Children's Studies
Основная тема: Social & Cultural History
Подзаголовок: Childlore, Media and the Playground
Ссылка на Издательство: Link
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Поставляется из: Европейский союз
Описание: Conceived to explore the relationship between children`s vernacular play cultures and their media-based play, this collection challenges two popular misconceptions: that children`s play is dying out and that it is threatened by contemporary media such as television and computer games.


Elizabeth Taylor: A Private Life for Public Consumption

Автор: Ellis Cashmore
Название: Elizabeth Taylor: A Private Life for Public Consumption
ISBN: 1628920696 ISBN-13(EAN): 9781628920697
Издательство: Bloomsbury Academic
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Цена: 2993.00 р. 4275.00 -30%
Наличие на складе: Есть (1 шт.)
Описание: The first volume to examine the iconic Elizabeth Taylor in this light, Elizabeth Taylor: A Private Life for Public Consumption paints Taylor as the seminal representation of “celebrity.” A figure of enormous charisma and cultural sway, she intrigued a global audience with her marriages and extra-marital improprieties, as well as her extravagant jewelry, her never-ending illnesses, her dependency on alcohol, and her perplexing friendship with Michael Jackson. Despite her continued world-renown, however, most people would be hard-pressed to name even three of her films, though she made over seventy. Ellis Cashmore traces our modern, hyperactive celebrity culture back to a single instant in Taylor’s life: the publicizing of her scandalous affair with Richard Burton by photographer Marcelo Geppetti in 1962, which announced the arrival of a new generation of predatory photojournalists and, along with them, a strange conflation between the public and private lives of celebrities. Taylor’s life and public reception, Cashmore reveals, epitomizes the modern phenomenon of “celebrity.”

Folk Illusions: Children, Folklore, and Sciences of Perception

Автор: Barker K. Brandon, Rice Claiborne
Название: Folk Illusions: Children, Folklore, and Sciences of Perception
ISBN: 0253041082 ISBN-13(EAN): 9780253041081
Издательство: Mare Nostrum (Eurospan)
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Цена: 10659.00 р.
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Описание: Wiggling a pencil so that it looks like it is made of rubber, "stealing" your niece's nose, and listening for the sounds of the ocean in a conch shell– these are examples of folk illusions, youthful play forms that trade on perceptual oddities. In this groundbreaking study, K. Brandon Barker and Claiborne Rice argue that these easily overlooked instances of children's folklore offer an important avenue for studying perception and cognition in the contexts of social and embodied development. Folk illusions are traditionalized verbal and/or physical actions that are performed with the intention of creating a phantasm for one or more participants. Using a cross-disciplinary approach that combines the ethnographic methods of folklore with the empirical data of neuroscience, cognitive science, and psychology, Barker and Rice catalogue over eighty discrete folk illusions while exploring the complexities of embodied perception. Taken together as a genre of folklore, folk illusions show that people, starting from a young age, possess an awareness of the illusory tendencies of perceptual processes as well as an awareness that the distinctions between illusion and reality are always communally formed.

Gameworlds: Virtual Media and Children`s Everyday Play

Автор: Seth Giddings
Название: Gameworlds: Virtual Media and Children`s Everyday Play
ISBN: 1623566320 ISBN-13(EAN): 9781623566326
Издательство: Bloomsbury Academic
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Цена: 19008.00 р.
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Описание:

Game studies is a rapidly developing field across the world, with a growing number of dedicated courses addressing video games and digital play as significant phenomena in contemporary everyday life and media cultures. Seth Giddings looks to fill a gap by focusing on the relationship between the actual and virtual worlds of play in everyday life. He addresses both the continuities and differences between digital play and longer-established modes of play. The 'gameworlds' title indicates both the virtual world designed into the videogame and the wider environments in which play is manifested: social relationships between players; hardware and software; between the virtual worlds of the game and the media universes they extend (e.g. Pok mon, Harry Potter, Lego, Star Wars); and the gameworlds generated by children's imaginations and creativity (through talk and role-play, drawings and outdoor play). The gameworld raises questions about who, and what, is in play. Drawing on recent theoretical work in science and technology studies, games studies and new media studies, a key theme is the material and embodied character of these gameworlds and their components (players' bodies, computer hardware, toys, virtual physics, and the physical environment). Building on detailed small-scale ethnographic case studies, Gameworlds is the first book to explore the nature of play in the virtual worlds of video games and how this play relates to, and crosses over into, everyday play in the actual world.

The Children`s Media Yearbook 2014

Автор: Whitaker Lynn Marie
Название: The Children`s Media Yearbook 2014
ISBN: 0957551827 ISBN-13(EAN): 9780957551824
Издательство: Неизвестно
Цена: 2414.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: The ArchiMate(R) Specification, an Open Group Standard, defines an open and independent modeling language for Enterprise Architecture that is supported by different tool vendors and consulting firms. The ArchiMate language enables Enterprise Architects to describe, analyze, and visualize the relationships among business domains in an unambiguous way. This book is the official specification of the ArchiMate 3.0.1 modeling language from The Open Group. ArchiMate 3.0.1 is a minor update to ArchiMate 3.0, containing the set of corrections from ArchiMate 3.0 Technical Corrigendum No. 1 (U172). This addresses inconsistencies and errors identified since the publication of Version 3.0 in June 2016.The ArchiMate Specification supports modeling throughout the TOGAF(R) Architecture Development Method (ADM). New features in Version 3 include elements for modeling the enterprise at a strategic level, such as capability, resource, and outcome. It also includes support to model the physical world of materials and equipment. Furthermore, the consistency and structure of the language have been improved, definitions have been aligned with other standards, and its usability has been enhanced in various other ways.The intended audience is threefold: ¢ Enterprise Architecture practitioners, such as architects (e.g., business, application, information, process, infrastructure, and, obviously, enterprise architects), senior and operational management, project leaders, and anyone committed to work within the reference framework defined by the Enterprise Architecture. ¢ Those who intend to implement the ArchiMate language in a software tool; they will find a complete and detailed description of the language in this book. ¢ The academic community, on which we rely for amending and improving the language, based on state-of-the-art research results in the Enterprise Architecture field.

Gameworlds: Virtual Media and Children`s Everyday Play

Автор: Seth Giddings
Название: Gameworlds: Virtual Media and Children`s Everyday Play
ISBN: 1501318292 ISBN-13(EAN): 9781501318290
Издательство: Bloomsbury Academic
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Цена: 6018.00 р.
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Описание: Game studies is a rapidly developing field across the world, with a growing number of dedicated courses addressing video games and digital play as significant phenomena in contemporary everyday life and media cultures. Seth Giddings looks to fill a gap by focusing on the relationship between the actual and virtual worlds of play in everyday life. He addresses both the continuities and differences between digital play and longer-established modes of play. The 'gameworlds' title indicates both the virtual world designed into the videogame and the wider environments in which play is manifested: social relationships between players; hardware and software; between the virtual worlds of the game and the media universes they extend (e.g. Pok?mon, Harry Potter, Lego, Star Wars); and the gameworlds generated by children's imaginations and creativity (through talk and role-play, drawings and outdoor play). The gameworld raises questions about who, and what, is in play. Drawing on recent theoretical work in science and technology studies, games studies and new media studies, a key theme is the material and embodied character of these gameworlds and their components (players' bodies, computer hardware, toys, virtual physics, and the physical environment). Building on detailed small-scale ethnographic case studies, Gameworlds is the first book to explore the nature of play in the virtual worlds of video games and how this play relates to, and crosses over into, everyday play in the actual world.

Connecting Childhood and Old Age in Popular Media

Автор: Joosen Vanessa
Название: Connecting Childhood and Old Age in Popular Media
ISBN: 1496815165 ISBN-13(EAN): 9781496815163
Издательство: Mare Nostrum (Eurospan)
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Цена: 13794.00 р.
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Описание: Media narratives in popular culture often assign interchangeable characteristics to childhood and old age, presuming a resemblance between children and the elderly. These designations in media can have far-reaching repercussions in shaping not only language, but also cognitive activity and behavior. The meaning attached to biological, numerical age—even the mere fact that we calculate a numerical age at all—is culturally determined, as is the way people “act their age.”With populations aging all around the world, awareness of intergenerational relationships and associations surrounding old age is becoming urgent. Connecting Childhood and Old Age in Popular Media caters to this urgency and contributes to age literacy by supplying insights into the connection between childhood and senescence to show that people are aged by culture.Treating classic stories like the Brothers Grimm’s fairy tales and Heidi; pop culture hits like The Simpsons and Mad Men; and international productions, such as Turkish television cartoons and South Korean films, contributors explore the recurrent idea that “children are like old people,” as well as other relationships between children and elderly characters as constructed in literature and media from the mid-nineteenth century to the present. This volume deals with fiction and analyzes language as well as verbally sparse, visual productions, including children’s literature, film, television, animation, and advertising.

Folk Illusions: Children, Folklore, and Sciences of Perception

Автор: Barker K. Brandon, Rice Claiborne
Название: Folk Illusions: Children, Folklore, and Sciences of Perception
ISBN: 0253041090 ISBN-13(EAN): 9780253041098
Издательство: Mare Nostrum (Eurospan)
Рейтинг:
Цена: 4389.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: Wiggling a pencil so that it looks like it is made of rubber, "stealing" your niece's nose, and listening for the sounds of the ocean in a conch shell– these are examples of folk illusions, youthful play forms that trade on perceptual oddities. In this groundbreaking study, K. Brandon Barker and Claiborne Rice argue that these easily overlooked instances of children's folklore offer an important avenue for studying perception and cognition in the contexts of social and embodied development. Folk illusions are traditionalized verbal and/or physical actions that are performed with the intention of creating a phantasm for one or more participants. Using a cross-disciplinary approach that combines the ethnographic methods of folklore with the empirical data of neuroscience, cognitive science, and psychology, Barker and Rice catalogue over eighty discrete folk illusions while exploring the complexities of embodied perception. Taken together as a genre of folklore, folk illusions show that people, starting from a young age, possess an awareness of the illusory tendencies of perceptual processes as well as an awareness that the distinctions between illusion and reality are always communally formed.

Global Perspectives on Tarzan: From King of the Jungle to International Icon

Автор: Wannamaker Annette, Abate Michelle Ann Prof.
Название: Global Perspectives on Tarzan: From King of the Jungle to International Icon
ISBN: 113864272X ISBN-13(EAN): 9781138642720
Издательство: Taylor&Francis
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Цена: 7042.00 р.
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Описание: This collection seeks to understand the long-lasting and global appeal of Tarzan: Why is a story about a feral boy, who is raised by apes in the African jungle, so compelling and so adaptable to different cultural contexts and audiences? How is it that the same narrative serves as the basis for both children’s cartoons and lavish musical productions or as a vehicle for both nationalistic discourse and for light romantic fantasy? Considering a history of criticism that highlights the imperialistic, sexist, racist underpinnings of the original Tarzan narrative, why would this character and story appeal to so many readers and viewers around the world? The essays in this volume, written by scholars living and working in Australia, Canada, Israel, The Netherlands, Germany, France and the United States explore these questions using various critical lenses. Chapters include discussions of Tarzan novels, comics, television shows, toys, films, and performances produced or distributed in the U.S., Canada, Israel, Palestine, Britain, India, The Netherlands, Germany and France and consider such topics as imperialism, national identities, language acquisition, adaptation, gender constructions, Tarzan’s influence on child readers and Tarzan’s continued and broad influence on cultures around the world. What emerges, when these pieces are placed into dialogue with one another, is an immensely complex picture of an enduring, multi-faceted global pop culture icon.

Children`s Games in the New Media Age

Автор: Burn Andrew Nicholas
Название: Children`s Games in the New Media Age
ISBN: 1409450244 ISBN-13(EAN): 9781409450245
Издательство: Taylor&Francis
Рейтинг:
Цена: 24499.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: Conceived to explore the relationship between children`s vernacular play cultures and their media-based play, this collection challenges two popular misconceptions: that children`s play is dying out and that it is threatened by contemporary media such as television and computer games.


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