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Media in the Ubiquitous Era: Ambient, Social and Gaming Media, Artur Lugmayr, Helja Franssila, Pertti Naranen, Olli Sotamaa, Jukka Vanhala


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Автор: Artur Lugmayr, Helja Franssila, Pertti Naranen, Olli Sotamaa, Jukka Vanhala
Название:  Media in the Ubiquitous Era: Ambient, Social and Gaming Media
ISBN: 9781609607746
Издательство: Mare Nostrum (Eurospan)
Классификация:
ISBN-10: 1609607740
Обложка/Формат: Hardcover
Страницы: 312
Вес: 1.01 кг.
Дата издания: 30.03.2012
Серия: Advances in multimedia and interactive technologies
Язык: English
Иллюстрации: 1, black & white illustrations
Размер: 282 x 221 x 23
Читательская аудитория: Professional and scholarly
Ключевые слова: Media studies
Подзаголовок: Ambient, social and gaming media
Рейтинг:
Поставляется из: Англии
Описание: Focuses on the definition of ambient and ubiquitous media from a cross-disciplinary viewpoint. This book is unique in the sense that it does not only cover the field of commerce, but also science, research, and citizens. This book is a must have for anyone interested in the future of this area.


The Ubiquitous Internet

Название: The Ubiquitous Internet
ISBN: 0415725747 ISBN-13(EAN): 9780415725743
Издательство: Taylor&Francis
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Цена: 15312.00 р.
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Описание: This book presents state of the art theoretical and empirical research on the ubiquitous internet: its everyday users and its economic stakeholders. The book offers a 360-degree media analysis of the contemporary terrain of the internet by examining both user and industry perspectives and their relation to one another.

Digital Gaming Re-imagines the Middle Ages

Название: Digital Gaming Re-imagines the Middle Ages
ISBN: 113854857X ISBN-13(EAN): 9781138548572
Издательство: Taylor&Francis
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Цена: 7348.00 р.
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Описание: The volume examines the impact of gaming on the study of the Middle Ages and the influence of medieval tropes, stories, and characteristics on contemporary gaming, all of which enriches our understanding of digital culture, social complexity, and historical reality and problematizes traditional understandings of subjectivity, temporality, and textuality.

Ubiquitous computing, complexity and culture

Название: Ubiquitous computing, complexity and culture
ISBN: 1138296325 ISBN-13(EAN): 9781138296329
Издательство: Taylor&Francis
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Цена: 8573.00 р.
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Описание: Drawing on cultural theory, new media art studies, human-computer interaction theory, and software studies, this cutting-edge book critically unpacks the complex ubiquity-effects confronting us every day.

Ubiquitous Computing, Complexity and Culture

Название: Ubiquitous Computing, Complexity and Culture
ISBN: 0415743826 ISBN-13(EAN): 9780415743822
Издательство: Taylor&Francis
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Цена: 35218.00 р.
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Описание:

The ubiquitous nature of mobile and pervasive computing has begun to reshape and complicate our notions of space, time, and identity. In this collection, over thirty internationally recognized contributors reflect on ubiquitous computing's implications for the ways in which we interact with our environments, experience time, and develop identities individually and socially. Interviews with working media artists lend further perspectives on these cultural transformations. Drawing on cultural theory, new media art studies, human-computer interaction theory, and software studies, this cutting-edge book critically unpacks the complex ubiquity-effects confronting us every day.

The companion website can be found here: http: //ubiquity.dk

The Interface Envelope: Gaming, Technology, Power

Автор: James Ash
Название: The Interface Envelope: Gaming, Technology, Power
ISBN: 1501320009 ISBN-13(EAN): 9781501320002
Издательство: Bloomsbury Academic
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Цена: 6018.00 р.
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Описание: In The Interface Envelope, James Ash develops a series of concepts to understand how digital interfaces work to shape the spatial and temporal perception of players. Drawing upon examples from videogame design and work from post-phenomenology, speculative realism, new materialism and media theory, Ash argues that interfaces create envelopes, or localised foldings of space time, around which bodily and perceptual capacities are organised for the explicit production of economic profit. Modifying and developing Bernard Stiegler’s account of psychopower and Warren Neidich’s account of neuropower, Ash argues the aim of interface designers and publishers is the production of envelope power. Envelope power refers to the ways that interfaces in games are designed to increase users perceptual and habitual capacities to sense difference. Examining a range of examples from specific videogames, Ash identities a series of logics that are key to producing envelope power and shows how these logics have intensified over the last thirty years. In turn, Ash suggests that the logics of interface envelopes in videogames are spreading to other types of interface. In doing so life becomes enveloped as the environments people inhabit becoming increasingly loaded with digital interfaces. Rather than simply negative, Ash develops a series of responses to the potential problematics of interface envelopes and envelope power and emphasizes their pharmacological nature.

Parables of the Posthuman: Digital Realities, Gaming, and the Player Experience

Автор: Boulter Jonathan
Название: Parables of the Posthuman: Digital Realities, Gaming, and the Player Experience
ISBN: 0814334881 ISBN-13(EAN): 9780814334881
Издательство: Mare Nostrum (Eurospan)
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Цена: 4137.00 р.
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Описание: In its intimate joining of self and machine, video gaming works to extend the body into a fluid, dynamic, unstable, and discontinuous entity. While digital gaming and culture has become a popular field of academic study, there has been a lack of sustained philosophical analysis of this direct gaming experience. In Parables of the Posthuman: Digital Realities, Gaming, and the Player Experience, author Jonathan Boulter addresses this gap by analyzing video games and the player experience philosophically. Finding points of departure in phenomenology and psychoanalysis, Boulter argues that we need to think seriously about what it means to enter into a relationship with the game machine and to assume (or to have conferred upon you) a machinic, posthuman identity. Parables of the Posthuman approaches the experience of gaming by asking: What does it mean for the player to enter the machinic “world” of the game? What forms of subjectivity does the game offer to the player? What happens to consciousness itself when one plays? To this end, Boulter analyzes the experience of particular role-playing video games, including Fallout 3, Half-Life 2, Bioshock, Crysis 2, and Metal Gear Solid 4. These games both thematize the idea of the posthuman—the games are “about” subjects whose physical and intellectual capacities are extended through machine or other prosthetic means—and also enact an experience of the posthuman for the player, who becomes more than what he was as he plays the game. Boulter concludes by exploring how the game acts as a parable of what the human, or posthuman, may look like in times to come.Academics with an interest in the intersection of philosophy, psychoanalysis, and popular culture forms and video gamers with an interest in thinking about the implications of gaming will enjoy this volume.

Social, Casual and Mobile Games: The Changing Gaming Landscape

Автор: Michele Willson, Tama Leaver
Название: Social, Casual and Mobile Games: The Changing Gaming Landscape
ISBN: 1501310607 ISBN-13(EAN): 9781501310607
Издательство: Bloomsbury Academic
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Цена: 22176.00 р.
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Описание:

Social, casual and mobile games, played on devices such as smartphones, tablets, or PCs and accessed through online social networks, have become extremely popular, and are changing the ways in which games are designed, understood, and played. These games have sparked a revolution as more people from a broader demographic than ever play games, shifting the stereotype of gaming away from that of hardcore, dedicated play to that of activities that fit into everyday life.

Social, Casual and Mobile Games explores the rapidly changing gaming landscape and discusses the ludic, methodological, theoretical, economic, social and cultural challenges that these changes invoke. With chapters discussing locative games, the new freemium economic model, and gamer demographics, as well as close studies of specific games (including Candy Crush Saga, Angry Birds, and Ingress), this collection offers an insight into the changing nature of games and the impact that mobile media is having upon individuals and societies around the world.

Woke Gaming: Digital Challenges to Oppression and Social Injustice

Автор: Kishonna L. Gray, David J. Leonard
Название: Woke Gaming: Digital Challenges to Oppression and Social Injustice
ISBN: 0295744189 ISBN-13(EAN): 9780295744186
Издательство: Mare Nostrum (Eurospan)
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Цена: 13794.00 р.
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Описание:

From #Gamergate to the 2016 election, to the daily experiences of marginalized perspectives, gaming is entangled with mainstream cultures of systematic exploitation and oppression. Whether visible in the persistent color line that shapes the production, dissemination, and legitimization of dominant stereotypes within the industry itself, or in the dehumanizing representations often found within game spaces, many video games perpetuate injustice and mirror the inequities and violence that permeate society as a whole.

Drawing from groundbreaking research on counter and oppositional gaming and from popular games such as World of Warcraft and Tomb Raider, Woke Gaming examines resistance to problematic spaces of violence, discrimination, and microaggressions in gaming culture. The contributors of these essays seek to identify strategies to detox gaming culture and orient players and gamers toward progressive ends. From Anna Anthropy's Keep Me Occupied to Momo Pixel's Hair Nah, video games can reveal the power and potential for marginalized communities to resist, and otherwise challenge dehumanizing representations inside and outside of game spaces.

In a moment of #MeToo, #BlackLivesMatter, and efforts to transform current political realities, Woke Gaming illustrates the power and potential of video games to foster change and become a catalyst for social justice.

Woke Gaming: Digital Challenges to Oppression and Social Injustice

Автор: Gray Kishonna L., Leonard David J.
Название: Woke Gaming: Digital Challenges to Oppression and Social Injustice
ISBN: 0295744170 ISBN-13(EAN): 9780295744179
Издательство: Mare Nostrum (Eurospan)
Рейтинг:
Цена: 3762.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание:

From #Gamergate to the 2016 election, to the daily experiences of marginalized perspectives, gaming is entangled with mainstream cultures of systematic exploitation and oppression. Whether visible in the persistent color line that shapes the production, dissemination, and legitimization of dominant stereotypes within the industry itself, or in the dehumanizing representations often found within game spaces, many video games perpetuate injustice and mirror the inequities and violence that permeate society as a whole.

Drawing from groundbreaking research on counter and oppositional gaming and from popular games such as World of Warcraft and Tomb Raider, Woke Gaming examines resistance to problematic spaces of violence, discrimination, and microaggressions in gaming culture. The contributors of these essays seek to identify strategies to detox gaming culture and orient players and gamers toward progressive ends. From Anna Anthropy's Keep Me Occupied to Momo Pixel's Hair, Nah, video games can reveal the power and potential for marginalized communities to resist, and otherwise challenge dehumanizing representations inside and outside of game spaces.

In a moment of #MeToo, #BlackLivesMatter, and efforts to transform current political realities, Woke Gaming illustrates the power and potential of video games to foster change and become a catalyst for social justice.

Gaming in Social, Locative and Mobile Media

Автор: L. Hjorth; I. Richardson
Название: Gaming in Social, Locative and Mobile Media
ISBN: 1349453536 ISBN-13(EAN): 9781349453535
Издательство: Springer
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Цена: 10480.00 р.
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Описание: Drawing on case studies across the Asia-Pacific region, Gaming in Social, Locative and Mobile Media explores the `playful turn` in contemporary everyday life, and the role of mobile devices, games and social media in this transformation.


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