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Video Game Policy, 


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Название:  Video Game Policy
ISBN: 9781138812420
Издательство: Taylor&Francis
Классификация:
ISBN-10: 1138812420
Обложка/Формат: Hardback
Страницы: 298
Вес: 0.55 кг.
Дата издания: 29.10.2015
Язык: English
Размер: 231 x 155 x 15
Ключевые слова: Media studies, GAMES / Video & Electronic,LAW / Media & the Law,SOCIAL SCIENCE / Media Studies
Основная тема: Video Games
Ссылка на Издательство: Link
Рейтинг:
Поставляется из: Европейский союз
Описание: This book analyzes the effect of policy on the digital game complex: government, industry, corporations, distributors, players, and the like. Contributors argue that digital games are not created nor consumed outside of the complex power relationships that dictate the full production and distribution cycles, and that we need to consider those relationships in order to effectively read and analyze digital games. Through examining a selection of policies, e.g. the Australian government’s refusal (untilrecently) to allow an R18 rating for digital games, Blizzard’s policy in regards to intellectual property, Electronic Arts’ corporate policy for downloadable content (DLC), they show how policy, that is to say the rules governing the production, distribution and consumption of digital games, has a tangible effect upon our understanding of the digital game medium.


World of scary video games

Автор: Perron, Bernard (university Of Montreal, Canada)
Название: World of scary video games
ISBN: 1501316192 ISBN-13(EAN): 9781501316197
Издательство: Bloomsbury Academic
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Цена: 5859.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: As for film and literature, the horror genre has been very popular in the video game. The World of Scary Video Games provides a comprehensive overview of the videoludic horror, dealing with the games labelled as “survival horror” as well as the mainstream and independent works associated with the genre. It examines the ways in which video games have elicited horror, terror and fear since Haunted House (1981). Bernard Perron combines an historical account with a theoretical approach in order to offer a broad history of the genre, outline its formal singularities and explore its principal issues. It studies the most important games and game series, from Haunted House (1981) to Alone in the Dark (1992- ), Resident Evil (1996-present), Silent Hill (1999-present), Fatal Frame (2001-present), Dead Space (2008-2013), Amnesia: the Dark Descent (2010), and The Evil Within (2014). Accessibly written, The World of Scary Video Games helps the reader to trace the history of an important genre of the video game.

Game Writing: Narrative Skills for Videogames

Автор: Bateman Chris
Название: Game Writing: Narrative Skills for Videogames
ISBN: 1501348965 ISBN-13(EAN): 9781501348969
Издательство: Bloomsbury Academic
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Цена: 4275.00 р.
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Описание: As the videogame industry has grown up, the need for better stories and characters has dramatically increased, yet traditional screenwriting techniques alone cannot equip writers for the unique challenges of writing stories where the actions and decisions of a diverse range of players are at the centre of every narrative experience. Game Writing: Narrative Skills for Videogames was the first book to demystify the emerging field of game writing by identifying and explaining the skills required for creating videogame narrative. Through the insights and experiences of professional game writers, this revised edition captures a snapshot of the narrative skills employed in today's game industry and presents them as practical articles accompanied by exercises for developing the skills discussed. The book carefully explains the foundations of the craft of game writing, detailing all aspects of the process from the basics of narrative to guiding the player and the challenges of nonlinear storytelling. Throughout the book there is a strong emphasis on the skills developers and publishers expect game writers to know. This second edition brings the material up to date and adds four new chapters covering MMOs, script formats, narrative design for urban games, and new ways to think about videogame narrative as an art form. Suitable for both beginners and experienced writers, Game Writing is the essential guide to all the techniques of game writing. There's no better starting point for someone wishing to get into this exciting field, whether they are new game writers wishing to hone their skills, or screenwriters hoping to transfer their skills to the games industry.

Immersion, Narrative, and Gender Crisis in Survival Horror Video Games

Автор: Nae Andrei
Название: Immersion, Narrative, and Gender Crisis in Survival Horror Video Games
ISBN: 0367894114 ISBN-13(EAN): 9780367894115
Издательство: Taylor&Francis
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Цена: 22202.00 р.
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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.

Identity and play in interactive digital media

Автор: Cole, Sara M.
Название: Identity and play in interactive digital media
ISBN: 1138229008 ISBN-13(EAN): 9781138229006
Издательство: Taylor&Francis
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Цена: 25265.00 р.
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Описание: This book examines how people are socially, culturally, and personally changing as a result of their reading of, or interaction with, interactive media forms like computer or video games. .

Gaming the System: Deconstructing Video Games, Games Studies, and Virtual Worlds

Автор: Gunkel David
Название: Gaming the System: Deconstructing Video Games, Games Studies, and Virtual Worlds
ISBN: 0253035716 ISBN-13(EAN): 9780253035714
Издательство: Mare Nostrum (Eurospan)
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Цена: 4514.00 р.
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Описание:

Gaming the System takes continental philosophical traditions out of the ivory tower and into the virtual worlds of video games. In this book, author David J. Gunkel explores how philosophical traditions--put forth by noted thinkers such as Plato, Descartes, Kant, Heidegger, and Zizek--can help us explore and conceptualize recent developments in video games, game studies, and virtual worlds. Furthermore, Gunkel interprets computer games as doing philosophy, arguing that the game world is a medium that provides opportunities to model and explore fundamental questions about the nature of reality, personal identity, social organization, and moral conduct. By using games to investigate and innovate in the area of philosophical thinking, Gunkel shows how areas such as game governance and manufacturers' terms of service agreements actually grapple with the social contract and produce new postmodern forms of social organization that challenge existing modernist notions of politics and the nation state. In this critically engaging study, Gunkel considers virtual worlds and video games as more than just "fun and games," presenting them as sites for new and original thinking about some of the deepest questions concerning the human experience.

Gaming the System: Deconstructing Video Games, Games Studies, and Virtual Worlds

Автор: Gunkel David
Название: Gaming the System: Deconstructing Video Games, Games Studies, and Virtual Worlds
ISBN: 0253035724 ISBN-13(EAN): 9780253035721
Издательство: Mare Nostrum (Eurospan)
Рейтинг:
Цена: 10659.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание:

Gaming the System takes continental philosophical traditions out of the ivory tower and into the virtual worlds of video games. In this book, author David J. Gunkel explores how philosophical traditions--put forth by noted thinkers such as Plato, Descartes, Kant, Heidegger, and Zizek--can help us explore and conceptualize recent developments in video games, game studies, and virtual worlds. Furthermore, Gunkel interprets computer games as doing philosophy, arguing that the game world is a medium that provides opportunities to model and explore fundamental questions about the nature of reality, personal identity, social organization, and moral conduct. By using games to investigate and innovate in the area of philosophical thinking, Gunkel shows how areas such as game governance and manufacturers' terms of service agreements actually grapple with the social contract and produce new postmodern forms of social organization that challenge existing modernist notions of politics and the nation state. In this critically engaging study, Gunkel considers virtual worlds and video games as more than just "fun and games," presenting them as sites for new and original thinking about some of the deepest questions concerning the human experience.

Future Gaming: Creative Interventions in Video Game Culture

Автор: Ruffino Paolo
Название: Future Gaming: Creative Interventions in Video Game Culture
ISBN: 1906897557 ISBN-13(EAN): 9781906897550
Издательство: MIT Press
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Цена: 5079.00 р.
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Описание:

A sophisticated critical take on contemporary game culture that reconsiders the boundaries between gamers and games.

This book is not about the future of video games. It is not an attempt to predict the moods of the market, the changing profile of gamers, the benevolence or malevolence of the medium. This book is about those predictions. It is about the ways in which the past, present, and future notions of games are narrated and negotiated by a small group of producers, journalists, and gamers, and about how invested these narrators are in telling the story of tomorrow.

This new title from Goldsmiths Press by Paolo Ruffino suggests the story could be told another way. Considering game culture, from the gamification of self-improvement to GamerGate's sexism and violence, Ruffino lays out an alternative, creative mode of thinking about the medium: a sophisticated critical take that blurs the distinctions among studying, playing, making, and living with video games. Offering a series of stories that provide alternative narratives of digital gaming, Ruffino aims to encourage all of us who study and play (with) games to raise ethical questions, both about our own role in shaping the objects of research, and about our involvement in the discourses we produce as gamers and scholars. For researchers and students seeking a fresh approach to game studies, and for anyone with an interest in breaking open the current locked-box discourse, Future Gaming offers a radical lens with which to view the future.

Understanding Counterplay in Video Games

Автор: Meades Alan F.
Название: Understanding Counterplay in Video Games
ISBN: 1138804924 ISBN-13(EAN): 9781138804920
Издательство: Taylor&Francis
Рейтинг:
Цена: 23734.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: This book offers insight into one of the most problematic and universal issues within multiplayer videogames-antisocial and oppositional play forms such as cheating, player harassment, the use of exploits, illicit game modifications, and system hacking, known collectively as counterplay.

Role-playing game studies

Название: Role-playing game studies
ISBN: 1138638900 ISBN-13(EAN): 9781138638907
Издательство: Taylor&Francis
Рейтинг:
Цена: 35218.00 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.

Digital games as history

Автор: Chapman, Adam
Название: Digital games as history
ISBN: 1138597821 ISBN-13(EAN): 9781138597822
Издательство: Taylor&Francis
Рейтинг:
Цена: 7042.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: This book provides the first in-depth exploration of video games as history. Chapman puts forth five basic categories of analysis for understanding historical video games: simulation and epistemology, time, space, narrative, and affordance.

World of scary video games

Автор: Perron, Bernard (university Of Montreal, Canada)
Название: World of scary video games
ISBN: 1501316206 ISBN-13(EAN): 9781501316203
Издательство: Bloomsbury Academic
Рейтинг:
Цена: 22176.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: As for film and literature, the horror genre has been very popular in the video game. The World of Scary Video Games provides a comprehensive overview of the videoludic horror, dealing with the games labelled as "survival horror" as well as the mainstream and independent works associated with the genre. It examines the ways in which video games have elicited horror, terror and fear since Haunted House (1981). Bernard Perron combines an historical account with a theoretical approach in order to offer a broad history of the genre, outline its formal singularities and explore its principal issues. It studies the most important games and game series, from Haunted House (1981) to Alone in the Dark (1992- ), Resident Evil (1996-present), Silent Hill (1999-present), Fatal Frame (2001-present), Dead Space (2008-2013), Amnesia: the Dark Descent (2010), and The Evil Within (2014). Accessibly written, The World of Scary Video Games helps the reader to trace the history of an important genre of the video game.

Every Game is an Island

Автор: Fassone Riccardo
Название: Every Game is an Island
ISBN: 1501343998 ISBN-13(EAN): 9781501343995
Издательство: Bloomsbury Academic
Рейтинг:
Цена: 5542.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: Despite the pervasive rhetorics of immersion and embodiment found in industrial and social discourses, playing a video game is an exercise in non-linearity. The pervasiveness of trial and error mechanics, unforgiving game over screens, loading times, minute tweakings of options and settings, should lead us to consider video games as a medium that cannot eschew fragmentation. Every Game is an Island is an analysis and a critique of grey areas, dead ends and extremities found in digital games, an exploration of border zones where play and non-play coexist or compete. Riccardo Fassone describes the complexity of the experience of video game play and brings integral but often overlooked components of the gameplay experience to the fore, in an attempt to problematize a reading of video games as grandiosely immersive, all-encompassing narrative experiences. Through the analysis of closures and endings, limits and borders, and liminal states, this field-advancing study looks at the heart of a medium starting from its periphery.


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