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Doing Things with Games: Social Impact Through Play, Lindsay D. Grace


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Автор: Lindsay D. Grace
Название:  Doing Things with Games: Social Impact Through Play
ISBN: 9781138367272
Издательство: Taylor&Francis
Классификация:


ISBN-10: 1138367273
Обложка/Формат: Hardcover
Страницы: 288
Вес: 0.65 кг.
Дата издания: 22.09.2019
Язык: English
Иллюстрации: 34 halftones, black and white; 7 illustrations, black and white
Размер: 236 x 160 x 20
Читательская аудитория: Tertiary education (us: college)
Ключевые слова: Internet guides & online services, COMPUTERS / General,COMPUTERS / Programming / Games
Подзаголовок: Social impact through play
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Поставляется из: Европейский союз
Описание: A contemporary foundation in designing social impact games, this book serves as a guide to designing social impact games with focus on the needs of, media professionals, indie game designers and college students. It is a guide for people looking to create social impact play in game design


Doing Things with Games: Social Impact Through Play

Автор: Lindsay D. Grace
Название: Doing Things with Games: Social Impact Through Play
ISBN: 1138367265 ISBN-13(EAN): 9781138367265
Издательство: Taylor&Francis
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Цена: 10717.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: A contemporary foundation in designing social impact games, this book serves as a guide to designing social impact games with focus on the needs of, media professionals, indie game designers and college students. It is a guide for people looking to create social impact play in game design

Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds

Автор: Pearce, Celia
Название: Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds
ISBN: 026251673X ISBN-13(EAN): 9780262516730
Издательство: MIT Press
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Цена: 2772.00 р.
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Описание:

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.

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. .

Japanese Culture Through Videogames

Автор: Rachael Hutchinson
Название: Japanese Culture Through Videogames
ISBN: 0367111381 ISBN-13(EAN): 9780367111380
Издательство: Taylor&Francis
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Цена: 22202.00 р.
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Описание: Examining a wide range of Japanese videogames, including arcade fighting games, PC-based strategy games and console JRPGs, this book assesses their cultural significance and shows how gameplay and context can be analysed together to understand videogames as a dynamic mode of artistic expression.

Wordplay and the Discourse of Video Games: Analyzing Words, Design, and Play

Автор: Christopher A. Paul
Название: Wordplay and the Discourse of Video Games: Analyzing Words, Design, and Play
ISBN: 0415893062 ISBN-13(EAN): 9780415893060
Издательство: Taylor&Francis
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Цена: 22968.00 р.
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Описание: In this timely new book, Christopher Paul analyzes how the words we use to talk about video games and the structures that are produced within games shape a particular way of gaming by focusing on how games create meaning, lead to identification and division, persuade, and circulate ideas. Paul examines the broader social discourse about gaming, including: the way players are socialized into games; the impact of the lingering association of video games as kid's toys; the dynamics within specific games (including Grand Theft Auto and EA Sports Games); and the ways in which players participate in shaping the discourse of games, demonstrated through examples like the reward system of World of Warcraft and the development of theorycraft. Overall, this book illustrates how video games are shaped by words, design and play; all of which are negotiated, ongoing practices among the designers, players, and society that construct the discourse of video games.

Play versus story divide in game studies

Название: Play versus story divide in game studies
ISBN: 0786497238 ISBN-13(EAN): 9780786497232
Издательство: Mare Nostrum (Eurospan)
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Цена: 5821.00 р.
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Описание: Since the emergence of digital game studies, a number of debates have engaged scholars. The debate between ludic (play) and narrative (story) paradigms remains the one that famously "never happened." This collection of new essays critically frames that debate and urges game scholars to consider it central to the field.

How to Play Video Games

Автор: Huntemann Nina
Название: How to Play Video Games
ISBN: 1479827983 ISBN-13(EAN): 9781479827985
Издательство: Mare Nostrum (Eurospan)
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Цена: 4514.00 р.
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Описание:

Forty original contributions on games and gaming culture

What does Pok mon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building? From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality.

Unlike other media technologies, video games demand engagement like no other, which begs the question--what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large?

How to Play Video Games brings together forty original essays from today's leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.

The Dark Side of Game Play

Название: The Dark Side of Game Play
ISBN: 1138827282 ISBN-13(EAN): 9781138827288
Издательство: Taylor&Francis
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Цена: 24499.00 р.
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Описание: Games allow players to experiment and play with subject positions, values and moral choice. In game worlds players can take on the role of antagonists; they allow us to play with behaviour that would be offensive, illegal or immoral if it happened outside of the game sphere. While contemporary games have always handled certain problematic topics, such as war, disasters, human decay, post-apocalyptic futures, cruelty and betrayal, lately even the most playful of genres are introducing situations in which players are presented with difficult ethical and moral dilemmas. This volume is an investigation of "dark play" in video games, or game play with controversial themes as well as controversial play behaviour. It covers such questions as: Why do some games stir up political controversies? How do games invite, or even push players towards dark play through their design? Where are the boundaries for what can be presented in a games? Are these boundaries different from other media such as film and books, and if so why? What is the allure of dark play and why do players engage in these practices?

Music Video Games: Performance, Politics, and Play

Автор: Michael Austin
Название: Music Video Games: Performance, Politics, and Play
ISBN: 1501308521 ISBN-13(EAN): 9781501308529
Издательство: Bloomsbury Academic
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Цена: 22176.00 р.
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Описание:

Music Video Games takes a look (and listen) at the popular genre of music games - video games in which music is at the forefront of player interaction and gameplay. With chapters on a wide variety of music games, ranging from well-known console games such as Guitar Hero and Rock Band to new, emerging games for smartphones and tablets, scholars from diverse disciplines and backgrounds discuss the history, development, and cultural impact of music games.

Each chapter investigates important themes surrounding the ways in which we play music and play with music in video games. Starting with the precursors to music games - including Simon, the hand-held electronic music game from the 1980s, Michael Austin's collection goes on to discuss issues in musicianship and performance, authenticity and "selling out," and composing, creating, and learning music with video games. Including a glossary and detailed indices, Austin and his team shine a much needed light on the often overlooked subject of music video games.

Game Play: Paratextuality in Contemporary Board Games

Автор: Paul Booth
Название: Game Play: Paratextuality in Contemporary Board Games
ISBN: 1628927445 ISBN-13(EAN): 9781628927443
Издательство: Bloomsbury Academic
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Цена: 19008.00 р.
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Описание:

The 21st century has seen a board game renaissance. At a time when streaming television finds millions of viewers, video games garner billions of dollars, and social media grows ever more intense, little has been written about the rising popularity of board games. And yet board games are one of our fastest growing hobbies, with sales increasing every year. Today's board games are more than just your average rainy-day mainstay. Once associated solely with geek subcultures, complex and strategic board games are increasingly dominating the playful media environment.

The popularity of these complex board games mirrors the rise of more complex cult media products. In Game Play: Paratextuality in Contemporary Board Games, Paul Booth examines complex board games based on book, TV, and film franchises, including Doctor Who, The Walking Dead, Lord of the Rings, Star Trek, The Hunger Games and the worlds of H.P. Lovecraft. How does a game represent a cult world? How can narratives cross media platforms? By investigating the relationship between these media products and their board game versions, Booth illustrates the connections between cult media, gameplay, and narrative in a digital media environment.


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