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Player and Avatar: The Affective Potential of Videogames, David Owen


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Автор: David Owen
Название:  Player and Avatar: The Affective Potential of Videogames
ISBN: 9781476667195
Издательство: Mare Nostrum (Eurospan)
Классификация:
ISBN-10: 1476667195
Обложка/Формат: Paperback
Страницы: 240
Вес: 0.34 кг.
Дата издания: 30.05.2017
Серия: Computing & IT
Язык: English
Размер: 152 x 228 x 21
Читательская аудитория: General (us: trade)
Ключевые слова: Computer games / online games: strategy guides
Подзаголовок: The affective potential of videogames
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Поставляется из: Англии
Описание: Explores concepts central to the design and enjoyment of video games, including affect, immersion, liveness, presence, agency, narrative, ideology and the player`s virtual surrogate - the avatar. Gamer and avatar are analysed as a cybernetic coupling whose dynamics suggest a fulfilment of dramatist Atonin Artaud`s vision of the body without organs.


100 greatest retro videogames

Автор: Limited, Future Publishing
Название: 100 greatest retro videogames
ISBN: 1787393089 ISBN-13(EAN): 9781787393080
Издательство: Неизвестно
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Цена: 3442.00 р.
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Описание: This brilliantly illustrated book contains the 100 greatest retro videogames, as chosen by the experts at Retro Gamer magazine.

No Avatars Allowed: Theological Reflections on Video Games

Автор: Wise Joshua
Название: No Avatars Allowed: Theological Reflections on Video Games
ISBN: 1640651845 ISBN-13(EAN): 9781640651845
Издательство: Неизвестно
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Цена: 4876.00 р.
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Описание: - Reaches across generations to explore divinity, humanity, and technology through the lens of video games - Challenges readers to look theologically at how they play Since the advent of video games in the 1960s, they have become the common experience of everyone from Gen-X to the Millennial and post-Millennial generations. While many of today's clergy, parishioners, and theologians grew up gaming, the church's stance regarding video games is one of, at best, bemusement. This book takes seriously the idea that video games can challenge us to think more deeply about our reality, divinity, faith, and each other. It draws readers into a small, but growing, conversation about models of incarnation and what it means to distinguish between the virtual and the real. This book will introduce readers to concepts and questions from the perspective of a Christian systematic theologian who has been playing games since he was four years old, and who has been writing, speaking, and podcasting about this topic since 2010. It is an invitation into a relatively new conversation about divinity, humanity, and technology.

How to Do Things with Videogames

Автор: Bogost Ian
Название: How to Do Things with Videogames
ISBN: 081667647X ISBN-13(EAN): 9780816676477
Издательство: Marston Book Services
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Цена: 2968.00 р.
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Описание: A fresh look at computer games as a mature mass medium with unlimited potential for cultural transformation

Real Games: What`s Legitimate and What`s Not in Contemporary Videogames

Автор: Consalvo Mia, Paul Christopher A.
Название: Real Games: What`s Legitimate and What`s Not in Contemporary Videogames
ISBN: 0262042606 ISBN-13(EAN): 9780262042604
Издательство: MIT Press
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Цена: 5079.00 р.
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Описание:

How we talk about games as real or not-real, and how that shapes what games are made and who is invited to play them.

In videogame criticism, the worst insult might be "That's not a real game " For example, "That's not a real game, it's on Facebook " and "That's not a real game, it's a walking simulator " But how do people judge what is a real game and what is not--what features establish a game's gameness? In this engaging book, Mia Consalvo and Christopher Paul examine the debates about the realness or not-realness of videogames and find that these discussions shape what games get made and who is invited to play them.

Consalvo and Paul look at three main areas often viewed as determining a game's legitimacy: the game's pedigree (its developer), the content of the game itself, and the game's payment structure. They find, among other things, that even developers with a track record are viewed with suspicion if their games are on suspect platforms. They investigate game elements that are potentially troublesome for a game's gameness, including genres, visual aesthetics, platform, and perceived difficulty. And they explore payment models, particularly free-to-play--held by some to be a marker of illegitimacy. Finally, they examine the debate around such so-called walking simulators as Dear Esther and Gone Home. And finally, they consider what purpose is served by labeling certain games "real.

Aesthetics of videogames

Название: Aesthetics of videogames
ISBN: 1138629588 ISBN-13(EAN): 9781138629585
Издательство: Taylor&Francis
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Цена: 22202.00 р.
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Описание: This collection of essays is devoted to the philosophical examination of the aesthetics of videogames. As a burgeoning medium of artistic expression, videogames raise entirely new aesthetic concerns, particularly concerning their ontology, interactivity, and aesthetic value.

How to Talk about Videogames

Автор: Bogost Ian
Название: How to Talk about Videogames
ISBN: 0816699127 ISBN-13(EAN): 9780816699124
Издательство: Mare Nostrum (Eurospan)
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Цена: 2502.00 р.
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Описание: Videogames! Aren’t they the medium of the twenty-first century? The new cinema? The apotheosis of art and entertainment, the realization of Wagnerian gesamtkunstwerk? The final victory of interaction over passivity? No, probably not. Games are part art and part appliance, part tableau and part toaster. In How to Talk about Videogames, leading critic Ian Bogost explores this paradox more thoroughly than any other author to date.Delving into popular, familiar games like Flappy Bird, Mirror’s Edge, Mario Kart, Scribblenauts, Ms. Pac-Man, FarmVille, Candy Crush Saga, Bully, Medal of Honor, Madden NFL, and more, Bogost posits that videogames are as much like appliances as they are like art and media. We don’t watch or read games like we do films and novels and paintings, nor do we perform them like we might dance or play football or Frisbee. Rather, we do something in-between with games. Games are devices we operate, so game critique is both serious cultural currency and self-parody. It is about figuring out what it means that a game works the way it does and then treating the way it works as if it were reasonable, when we know it isn’t.Noting that the term games criticism once struck him as preposterous, Bogost observes that the idea, taken too seriously, risks balkanizing games writing from the rest of culture, severing it from the “rivers and fields” that sustain it. As essential as it is, he calls for its pursuit to unfold in this spirit: “God save us from a future of games critics, gnawing on scraps like the zombies that fester in our objects of study.”


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