Best Before: Videogames, Supersession and Obsolescence, James Newman
Автор: Tischleder Название: Cultures of Obsolescence ISBN: 1137470895 ISBN-13(EAN): 9781137470898 Издательство: Springer Рейтинг: Цена: 16769.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Obsolescence is fundamental to the experience of modernity, not simply one dimension of an economic system. The contributors to this book investigate obsolescence as a historical phenomenon, an aesthetic practice, and an affective mode.
Автор: Bogost Ian Название: How to Do Things with Videogames ISBN: 081667647X ISBN-13(EAN): 9780816676477 Издательство: Marston Book Services Рейтинг: Цена: 2968.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: A fresh look at computer games as a mature mass medium with unlimited potential for cultural transformation
Автор: Bogost Ian Название: How to Talk about Videogames ISBN: 0816699127 ISBN-13(EAN): 9780816699124 Издательство: Mare Nostrum (Eurospan) Рейтинг: Цена: 2502.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
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.”
Автор: Gallagher, Rob Название: Videogames, identity, and digital subjectivity ISBN: 1138228982 ISBN-13(EAN): 9781138228986 Издательство: Taylor&Francis Рейтинг: Цена: 24499.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: This book argues that games offer a means of coming to terms with a world that is being transformed by digital technologies. As blends of software and fiction, videogames are uniquely capable of representing and exploring the effects of digitization on day-to-day life.
Автор: John Banks Название: Co-creating Videogames ISBN: 1474268420 ISBN-13(EAN): 9781474268424 Издательство: Bloomsbury Academic Рейтинг: Цена: 6018.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: This book draws from, and is supported by, a decade of ethnographic research undertaken with videogames development companies located in Australia and the USA. It explores key contemporary issues in participatory media culture, including questions of technology, labour and professional expertise.
Автор: Jayemanne, Darshana Название: Performativity in art, literature, and videogames ISBN: 3319544500 ISBN-13(EAN): 9783319544502 Издательство: Springer Рейтинг: Цена: 15372.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: This book modifies the concept of performativity with media theory in order to build a rigorous method for analyzing videogame performances. Beginning with an interdisciplinary exploration of performative motifs in Western art and literary history, the book shows the importance of framing devices in orienting audiences` experience of art.
Автор: John Banks Название: Co-creating Videogames ISBN: 184966496X ISBN-13(EAN): 9781849664967 Издательство: Bloomsbury Academic Рейтинг: Цена: 12672.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: This book draws from, and is supported by, a decade of ethnographic research undertaken with videogames development companies located in Australia and the USA. It explores key contemporary issues in participatory media culture, including questions of technology, labour and professional expertise.
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