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Performativity in Art, Literature, and Videogames, Darshana Jayemanne


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Автор: Darshana Jayemanne
Название:  Performativity in Art, Literature, and Videogames
ISBN: 9783319853963
Издательство: Springer
Классификация:



ISBN-10: 3319853961
Обложка/Формат: Soft cover
Страницы: 331
Вес: 4.45 кг.
Дата издания: 2018
Язык: English
Издание: Softcover reprint of
Иллюстрации: 27 tables, color; 27 illustrations, color; 1 illustrations, black and white; xi, 331 p. 28 illus., 27 illus. in color.
Размер: 210 x 148 x 18
Читательская аудитория: Professional & vocational
Ключевые слова: Digital/New Media
Основная тема: Cultural and Media Studies
Ссылка на Издательство: Link
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Поставляется из: Германии
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.


Performativity in art, literature, and videogames

Автор: Jayemanne, Darshana
Название: Performativity in art, literature, and videogames
ISBN: 3319544500 ISBN-13(EAN): 9783319544502
Издательство: Springer
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Цена: 15372.00 р.
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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.

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

Media Practices, Social Movements, and Performativity

Название: Media Practices, Social Movements, and Performativity
ISBN: 0367883988 ISBN-13(EAN): 9780367883980
Издательство: Taylor&Francis
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Цена: 6430.00 р.
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Описание: Using the concept of media practices, this volume looks at processes of social and political transformation in diverse regions of the world to argue that media change and social change converge on a redefinition of the relations of individuals to larger collective bodies.

Performativity, cultural construction, and the graphic narrative

Название: Performativity, cultural construction, and the graphic narrative
ISBN: 0367217961 ISBN-13(EAN): 9780367217969
Издательство: Taylor&Francis
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Цена: 19906.00 р.
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Описание: This book draws on performance studies scholarship to understand the social impact of graphic novels. Addressing issues of race, gender, ethnicity, race, war, mental illness, and the environment, the volume encompasses the diversity and variety inherent in the graphic narrative medium.

Media practices, social movements, and performativity

Название: Media practices, social movements, and performativity
ISBN: 1138210137 ISBN-13(EAN): 9781138210134
Издательство: Taylor&Francis
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Цена: 22202.00 р.
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Описание: Using the concept of media practices, this volume looks at processes of social and political transformation in diverse regions of the world to argue that media change and social change converge on a redefinition of the relations of individuals to larger collective bodies.

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.”

Comic Performativities

Автор: Goltz
Название: Comic Performativities
ISBN: 0367202131 ISBN-13(EAN): 9780367202132
Издательство: Taylor&Francis
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Цена: 6583.00 р.
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Описание:

Comic Performativities: Identity, Internet Outrage, and the Aesthetics of Communication studies patterns of criticism and public debate in the relationship between humour, identity, and offense. In an increasingly reductive and politically charged debate, right-wing pundits argue leftist politics has compromised a free and open discussion, while scholars take right-wing critics to task for reifying systems of oppression under the guise of reason and respect. In response, Goltz scrutinises twenty-first century "comedic controversies," the notion of "political correctness," and the so-called "outrage machine" of social media. How should we appropriately determine whether a joke is "sexist," "racist," or "offensive"?

Informed by communication, performance, and critical identity theory, Goltz examines infamous controversies involving performers like Sarah Silverman, Amy Schumer, and Seth MacFarlane, and the social media backlash that redefined these events. He investigates the ironic interplay between spoken word, identity, physicality and, as a result, the contrasting meanings potentially construed. Consequently, the book encourages a greater appreciation of the aesthetics involved in comedic performance that help signpost interpretation and emphasizes the role of the audience as self-reflexive and self-aware.

This book highlights the significant parallels between the nature of performance art and comedic performance in order to elevate analysis of, and discussion around, contemporary comedy. In doing so, it is an important critical contribution to the field of performance studies and cultural criticism, as well as communication studies, at both the undergraduate and postgraduate level.

Comic performativities

Автор: Goltz, Dustin
Название: Comic performativities
ISBN: 1138742600 ISBN-13(EAN): 9781138742604
Издательство: Taylor&Francis
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Цена: 22202.00 р.
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Описание:

Comic Performativities: Identity, Internet Outrage, and the Aesthetics of Communication studies patterns of criticism and public debate in the relationship between humour, identity, and offense. In an increasingly reductive and politically charged debate, right-wing pundits argue leftist politics has compromised a free and open discussion, while scholars take right-wing critics to task for reifying systems of oppression under the guise of reason and respect. In response, Goltz scrutinises twenty-first century "comedic controversies," the notion of "political correctness," and the so-called "outrage machine" of social media. How should we appropriately determine whether a joke is "sexist," "racist," or "offensive"?

Informed by communication, performance, and critical identity theory, Goltz examines infamous controversies involving performers like Sarah Silverman, Amy Schumer, and Seth MacFarlane, and the social media backlash that redefined these events. He investigates the ironic interplay between spoken word, identity, physicality and, as a result, the contrasting meanings potentially construed. Consequently, the book encourages a greater appreciation of the aesthetics involved in comedic performance that help signpost interpretation and emphasizes the role of the audience as self-reflexive and self-aware.

This book highlights the significant parallels between the nature of performance art and comedic performance in order to elevate analysis of, and discussion around, contemporary comedy. In doing so, it is an important critical contribution to the field of performance studies and cultural criticism, as well as communication studies, at both the undergraduate and postgraduate level.

Performativit?t und Medialit?t Popul?rer Kulturen

Автор: Marcus S. Kleiner; Thomas Wilke
Название: Performativit?t und Medialit?t Popul?rer Kulturen
ISBN: 3531183575 ISBN-13(EAN): 9783531183572
Издательство: Springer
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Цена: 4961.00 р.
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Описание:

Die Bedeutung von Popul ren Kulturen sowie von Popkulturen kann nicht ohne einen Bezug auf Performativit t und Medialit t begriffen werden. Mit diesem Bezug bilden sich zugleich Kulturen des Performativen und Medialen heraus. Dieses Thema ist bisher im Kontext der Forschungen zur Performativit t von Kulturen nicht systematisch erforscht worden. Vor diesem Hintergrund geht es um die Beantwortung der Frage, inwieweit sich in Popul ren Kulturen sowie Popkulturen Aspekte, Prozesse, Transformationen, Manifestationen von Medialit t und/oder Performativit t niederschlagen, beobachten und beschreiben lassen, wie Popul re Kulturen sowie Popkulturen mit formen bzw. allererst durch Erscheinungen Popul rer Kulturen sowie Popkulturen eine spezifische Bedeutung erhalten. Die Aufgabe besteht darin, nicht einfach bereits etablierte Konzepte zur Performativit t und
Medialit t in ihrer Tragkraft am Beispiel Popul rer Kulturen und Popkulturen zu veranschaulichen, sondern im Gegenteil, gegenstandsorientierte Konzepte von Performativit t und Medialit t durch ein sowie Popkulturen close reading Popul rer Kulturen zu erarbeiten - interdisziplin r und intermedial.

Videogames

Автор: James Newman
Название: Videogames
ISBN: 0415669154 ISBN-13(EAN): 9780415669153
Издательство: Taylor&Francis
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Цена: 22202.00 р.
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Описание: In the few decades since they first blipped their way onto television screens, videogames have become one of the most culturally, socially and economically significant media forms. Newman’s volume considers how we might approach videogames as media texts to be read, experiences to be played and played with, systems and simulations to be decoded and interrogated, and performances to be captured, codified and preserved. The updated second edition examines the emergence of new platforms as well as changing patterns of production and consumption in its analysis of Wii, Xbox 360, PS3 and mobile gaming. The new final chapter explores recent developments in games scholarship with particular focus falling on the study of gameplay as socially situated, ‘lived experience’, and on strategies for game history, heritage and preservation. In drawing attention to the fragility and ephemerality of hardware, software and gameplay, this new edition encourages readers and players not only to consider how games might be studied but also what can, will and should be left behind for the next generation of games researchers.

Playback – A Genealogy of 1980s British Videogames

Автор: Alex Wade
Название: Playback – A Genealogy of 1980s British Videogames
ISBN: 1628924896 ISBN-13(EAN): 9781628924893
Издательство: Bloomsbury Academic
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Цена: 19008.00 р.
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Описание:

Through interviews with developers, gamers, and journalists examining the phenomena of bedroom coding, arcade gaming, and format wars, mapped onto enquiry into the seminal genres of the time including driving, shooting, and maze chase, Playback: A Genealogy of 1980s British Videogames examines how 1980s Britain has become the culture of work in the 21st century and considers its meaning to contemporary society. This crucial and timely work fills a lacuna for students and researchers of sociology, media, and games studies and will be of interest to employees of the videogames and media industries.

Research into videogames have never been greater, but exploration of their historic drivers is as elided as the technology is influential, giving rise to a range of questions. What were the social and economic conditions that gave rise to a billion dollar industry? What were the motivations of the early 'bedroom coders'? What are the legacies of the seminal videogames of the 1980s and how do they inform the current social, political and cultural landscape? With a focus on the characteristics of the UK videogame industry in the 1980s, Wade explores these questions from perspectives of consumption, production and leisure, outlining the construction of a habitus unique to this time.

Videogames, Identity and Digital Subjectivity

Автор: Gallagher, Rob
Название: Videogames, Identity and Digital Subjectivity
ISBN: 0367885352 ISBN-13(EAN): 9780367885359
Издательство: Taylor&Francis
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Цена: 6430.00 р.
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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.


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