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Approaches to Videogame Discourse: Lexis, Interaction, Textuality, Astrid Ensslin, Isabel Balteiro


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Автор: Astrid Ensslin, Isabel Balteiro   (Астрид Энсслин)
Название:  Approaches to Videogame Discourse: Lexis, Interaction, Textuality
Перевод названия: Астрид Энсслин: Подходы к видеоигровому дискурсу. Лексис, взаимодействие, текстуальность
ISBN: 9781501338458
Издательство: Bloomsbury Academic
Классификация:



ISBN-10: 1501338455
Обложка/Формат: Hardback
Страницы: 336
Вес: 0.61 кг.
Дата издания: 02.05.2019
Серия: Language/Linguistics
Язык: English
Иллюстрации: 30 tables, 19 bw illus
Размер: 231 x 152 x 25
Читательская аудитория: Tertiary education (us: college)
Ключевые слова: Media studies,linguistics,Computing & information technology, TECHNOLOGY & ENGINEERING / Electronics / Digital,LANGUAGE ARTS & DISCIPLINES / Linguistics / General,SOCIAL SCIENCE / Media Studies
Подзаголовок: Lexis, interaction, textuality
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Поставляется из: Англии
Описание:

The first significant collection of research in videogame linguistics, Approaches to Videogame Discourse features an international array of scholars in linguistics and communication studies exploring lexis, interaction and textuality in digital games.

In the first section, Lexicology, Localisation and Variation, chapters cover productive processes surrounding gamer slang (ludolects), creativity and borrowing across languages, as well as industry-, genre-, game- and player-specific issues relating to localization, legal jargon and slang. Player Interactions moves on to examine communicative patterns between videogame players, focusing in particular on (un)collaborative language, functions and negotiations of impoliteness and issues of power in player discourse. In the final section, Beyond the Text, scholars grapple with issues of multimodality, paratextuality and transmediality in videogames in order to develop and enrich multimodal theory, drawing on key concepts from ludonarratology, language ideology, immersion and transmedia studies.

With implications for meaningful game design and communication theory, Approaches to Videogame Discourse examines in detail how video games function as means and objects of communication; how they give rise to new vocabularies, textual genres and discourse practices; and how they serve as rich vehicles of ideological signification and social engagement.




Phoenix IV: The History of the Videogame Industry

Автор: Herman Leonard
Название: Phoenix IV: The History of the Videogame Industry
ISBN: 1539031292 ISBN-13(EAN): 9781539031291
Издательство: Неизвестно
Цена: 6897.00 р.
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Описание: Since its debut in 1994 as the first comprehensive book about videogame history, Phoenix has been regarded worldwide as the Bible of videogame history by professionals and fans alike. Now in its fourth edition, the text has been completely rewritten and updated to include videogame history through 2015. Illustrated with over 1000 b&w photos from Atari to Zeebo, Pong to PlayStation, and arranged chronologically, Phoenix remains the first place to start any study of gaming history.

Developer`s Dilemma: The Secret World of Videogame Creators

Автор: O`Donnell Casey
Название: Developer`s Dilemma: The Secret World of Videogame Creators
ISBN: 0262028190 ISBN-13(EAN): 9780262028196
Издательство: MIT Press
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Цена: 5925.00 р.
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Описание:

An examination of work, the organization of work, and the market forces that surround it, through the lens of the collaborative practice of game development.

Rank-and-file game developers bring videogames from concept to product, and yet their work is almost invisible, hidden behind the famous names of publishers, executives, or console manufacturers. In this book, Casey O'Donnell examines the creative collaborative practice of typical game developers. His investigation of why game developers work the way they do sheds light on our understanding of work, the organization of work, and the market forces that shape (and are shaped by) media industries. O'Donnell shows that the ability to play with the underlying systems -- technical, conceptual, and social -- is at the core of creative and collaborative practice, which is central to the New Economy. When access to underlying systems is undermined, so too is creative collaborative process.

Drawing on extensive fieldwork in game studios in the United States and India, O'Donnell stakes out new territory empirically, conceptually, and methodologically. Mimicking the structure of videogames, the book is divided into worlds, within which are levels; and each world ends with a boss fight, a "rant" about lessons learned and tools mastered. O'Donnell describes the process of videogame development from pre-production through production, considering such aspects as experimental systems, "socially mandatory" overtime, and the perpetual startup machine that exhausts young, initially enthusiastic workers. He links work practice to broader systems of publishing, manufacturing, and distribution; introduces the concept of a privileged "actor-intra-internetwork"; and describes patent and copyright enforcement by industry and the state.


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