Автор: Spivak, Gayatri Chakravorty Название: In Other Worlds Rc ISBN: 0415389569 ISBN-13(EAN): 9780415389563 Издательство: Taylor&Francis Рейтинг: Цена: 3367.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: In this classic work, Gayatri Chakravorty Spivak, one of the leading and most influential cultural theorists working today, analyzes the relationship between language, women and culture in both Western and non-Western contexts.
Автор: Tom A. Garner Название: Echoes of Other Worlds: Sound in Virtual Reality ISBN: 3319657070 ISBN-13(EAN): 9783319657073 Издательство: Springer Рейтинг: Цена: 12577.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: This book explores the nature and importance of sound in virtual reality (VR). This book if for those with an interest in sound and VR, who wish to learn more about the great complexities of the subject and discover the contemporary issues from which future VR will surely advance.
Описание: In 1974, the release of Dungeons & Dragons forever changed the way that we experience imagined worlds. No longer limited to simply reading books or watching movies, gamers came together to collaboratively and interactively build and explore new realms. Based on four years of interviews and game recordings from locations spanning the United States, this book offers a journey that explores how role-playing games use a combination of free-form imagination and tightly constrained rules to experience those realms. By developing our understanding of the fantastic worlds of role-playing games, this book also offers insight into how humans come together and collaboratively imagine the world around us.
The odyssey of a group of "refugees" from a closed-down online game and an exploration of emergent fan cultures in virtual worlds.
Play communities existed long before massively multiplayer online games; they have ranged from bridge clubs to sports leagues, from tabletop role-playing games to Civil War reenactments. With the emergence of digital networks, however, new varieties of adult play communities have appeared, most notably within online games and virtual worlds. Players in these networked worlds sometimes develop a sense of community that transcends the game itself.
In Communities of Play, game researcher and designer Celia Pearce explores emergent fan cultures in networked digital worlds -- actions by players that do not coincide with the intentions of the game's designers. Pearce looks in particular at the Uru Diaspora -- a group of players whose game, Uru: Ages Beyond Myst, closed. These players (primarily baby boomers) immigrated into other worlds, self-identifying as "refugees"; relocated in There.com, they created a hybrid culture integrating aspects of their old world. Ostracized at first, they became community leaders. Pearce analyzes the properties of virtual worlds and looks at the ways design affects emergent behavior. She discusses the methodologies for studying online games, including a personal account of the sometimes messy process of ethnography. Pearce considers the "play turn" in culture and the advent of a participatory global playground enabled by networked digital games every bit as communal as the global village Marshall McLuhan saw united by television. Countering the ludological definition of play as unproductive and pointing to the long history of pre-digital play practices, Pearce argues that play can be a prelude to creativity.
Описание: Presents an economist`s eye to bear on an age-old question: Are market exchange and aesthetic quality friends or foes? This book asks what happens when cultures collide through trade, whether technology destroys native arts, why (and whether) Hollywood movies rule the world, and whether `globalized` culture is dumbing down societies everywhere.
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