Автор: Collins, Neil Название: The Politics of everyday china ISBN: 1526131803 ISBN-13(EAN): 9781526131805 Издательство: NBN International Рейтинг: Цена: от 716.00 р. Наличие на складе: Есть
Описание: Providing both an overview of the political situation and context in China with ethnographic insights, The Politics of Everyday China aims to give both the new student of China and those who have encountered the subject before an insight that goes beyond the usual cliche and surface description. -- .
Автор: Tobin Название: Portable Play in Everyday Life ISBN: 113739658X ISBN-13(EAN): 9781137396587 Издательство: Springer Рейтинг: Цена: 8384.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: People play mobile games everywhere and at any time. Tobin examines this media practice through the players directly using the lens of the players and practice of the Nintendo DS system. He argues for the primacy of context for understanding how digital play functions in today`s society, emphasizing location, "killing-time," and mobile communities.
Автор: Seth Giddings Название: Gameworlds: Virtual Media and Children`s Everyday Play ISBN: 1501318292 ISBN-13(EAN): 9781501318290 Издательство: Bloomsbury Academic Рейтинг: Цена: 6018.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Game studies is a rapidly developing field across the world, with a growing number of dedicated courses addressing video games and digital play as significant phenomena in contemporary everyday life and media cultures. Seth Giddings looks to fill a gap by focusing on the relationship between the actual and virtual worlds of play in everyday life. He addresses both the continuities and differences between digital play and longer-established modes of play. The 'gameworlds' title indicates both the virtual world designed into the videogame and the wider environments in which play is manifested: social relationships between players; hardware and software; between the virtual worlds of the game and the media universes they extend (e.g. Pok?mon, Harry Potter, Lego, Star Wars); and the gameworlds generated by children's imaginations and creativity (through talk and role-play, drawings and outdoor play). The gameworld raises questions about who, and what, is in play. Drawing on recent theoretical work in science and technology studies, games studies and new media studies, a key theme is the material and embodied character of these gameworlds and their components (players' bodies, computer hardware, toys, virtual physics, and the physical environment). Building on detailed small-scale ethnographic case studies, Gameworlds is the first book to explore the nature of play in the virtual worlds of video games and how this play relates to, and crosses over into, everyday play in the actual world.
Автор: Seth Giddings Название: Gameworlds: Virtual Media and Children`s Everyday Play ISBN: 1623566320 ISBN-13(EAN): 9781623566326 Издательство: Bloomsbury Academic Рейтинг: Цена: 19008.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание:
Game studies is a rapidly developing field across the world, with a growing number of dedicated courses addressing video games and digital play as significant phenomena in contemporary everyday life and media cultures. Seth Giddings looks to fill a gap by focusing on the relationship between the actual and virtual worlds of play in everyday life. He addresses both the continuities and differences between digital play and longer-established modes of play. The 'gameworlds' title indicates both the virtual world designed into the videogame and the wider environments in which play is manifested: social relationships between players; hardware and software; between the virtual worlds of the game and the media universes they extend (e.g. Pok mon, Harry Potter, Lego, Star Wars); and the gameworlds generated by children's imaginations and creativity (through talk and role-play, drawings and outdoor play). The gameworld raises questions about who, and what, is in play. Drawing on recent theoretical work in science and technology studies, games studies and new media studies, a key theme is the material and embodied character of these gameworlds and their components (players' bodies, computer hardware, toys, virtual physics, and the physical environment). Building on detailed small-scale ethnographic case studies, Gameworlds is the first book to explore the nature of play in the virtual worlds of video games and how this play relates to, and crosses over into, everyday play in the actual world.
Автор: Payne Matthew Thomas, Huntemann Nina B. Название: How to Play Video Games ISBN: 147980214X ISBN-13(EAN): 9781479802142 Издательство: Mare Nostrum (Eurospan) Рейтинг: Цена: 12289.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
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.
Название: Everyday Life in Central Asia: Past and Present ISBN: 0253219043 ISBN-13(EAN): 9780253219046 Издательство: Wiley EDC Рейтинг: Цена: 3773.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: For its citizens, contemporary Central Asia is a land of great promise and peril. While the end of Soviet rule has opened new opportunities for social mobility and cultural expression, political and economic dynamics have also imposed severe hardships. In this lively volume, contributors from a variety of disciplines examine how ordinary Central Asians lead their lives and navigate shifting historical and political trends. Provocative stories of Turkmen nomads, Afghan villagers, Kazakh scientists, Kyrgyz border guards, a Tajik strongman, guardians of religious shrines in Uzbekistan, and other narratives illuminate important issues of gender, religion, power, culture, and wealth. A vibrant and dynamic world of life in urban neighborhoods and small villages, at weddings and celebrations, at classroom tables, and around dinner tables emerges from this introduction to a geopolitically strategic and culturally fascinating region.
Why are domestic workers converting to Islam in the Arabian Peninsula and Persian Gulf region? In Everyday Conversions Attiya Ahmad presents us with an original analysis of this phenomenon. Using extensive fieldwork conducted among South Asian migrant women in Kuwait, Ahmad argues domestic workers’ Muslim belonging emerges from their work in Kuwaiti households as they develop Islamic piety in relation—but not opposition—to their existing religious practices, family ties, and ethnic and national belonging. Their conversion is less a clean break from their preexisting lives than it is a refashioning in response to their everyday experiences. In examining the connections between migration, labor, gender, and Islam, Ahmad complicates conventional understandings of the dynamics of religious conversion and the feminization of transnational labor migration while proposing the concept of everyday conversion as a way to think more broadly about emergent forms of subjectivity, affinity, and belonging.
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.
Автор: Paul Booth Название: Game Play: Paratextuality in Contemporary Board Games ISBN: 1628927445 ISBN-13(EAN): 9781628927443 Издательство: Bloomsbury Academic Рейтинг: Цена: 19008.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
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.
Автор: Michael Austin Название: Music Video Games: Performance, Politics, and Play ISBN: 1501308521 ISBN-13(EAN): 9781501308529 Издательство: Bloomsbury Academic Рейтинг: Цена: 22176.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
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.
Автор: Cole, Sara M. Название: Identity and play in interactive digital media ISBN: 1138229008 ISBN-13(EAN): 9781138229006 Издательство: Taylor&Francis Рейтинг: Цена: 25265.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
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. .
Автор: Floor Willem Название: Games Persians Play ISBN: 1933823445 ISBN-13(EAN): 9781933823447 Издательство: Неизвестно Рейтинг: Цена: 9196.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Some Southern generals, like Lee and Jackson, have stood the test of time, celebrated in their place in history. And then there are generals like John Bell Hood, reviled and ridiculed by generations of Civil War historians. The time has come to rethink this long-held notion, argues Brian Miller, in his comprehensive new biography, and to reassess John Bell Hood as a man, a myth, and a memory.
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