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The Wealth of Virtual Nations: Videogame Currencies, Crowley Adam


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Автор: Crowley Adam
Название:  The Wealth of Virtual Nations: Videogame Currencies
ISBN: 9783319851020
Издательство: Springer
Классификация:



ISBN-10: 3319851020
Обложка/Формат: Paperback
Страницы: 110
Вес: 0.15 кг.
Дата издания: 29.07.2018
Язык: English
Издание: Softcover reprint of
Иллюстрации: Ix, 110 p.
Размер: 21.01 x 14.81 x 0.66 cm
Читательская аудитория: Professional & vocational
Подзаголовок: Videogame currencies
Ссылка на Издательство: Link
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Поставляется из: Германии
Описание: This book considers representations of wealth and the wealthy in videogames.


Ethnographies of the Videogame: Gender, Narrative and Praxis

Автор: Thornham Helen
Название: Ethnographies of the Videogame: Gender, Narrative and Praxis
ISBN: 0754679780 ISBN-13(EAN): 9780754679783
Издательство: Taylor&Francis
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Цена: 22968.00 р.
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Описание: Uses the medium of the videogame to explore wider significant sociological issues around new media, interaction, identity, performance, memory and mediation. This title addresses questions of how we interpret, mediate and use media texts.

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

Approaches to Videogame Discourse: Lexis, Interaction, Textuality

Автор: Astrid Ensslin, Isabel Balteiro
Название: Approaches to Videogame Discourse: Lexis, Interaction, Textuality
ISBN: 150137544X ISBN-13(EAN): 9781501375446
Издательство: Bloomsbury Academic
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Цена: 5067.00 р.
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Описание: The first significant collection of research in videogame linguistics, Approaches to Videogame Discourse features an international array of scholars in linguistics and communication studies exploring lexis, interaction and textuality in digital games.

In the first section, "Lexicology, Localisation and Variation," chapters cover productive processes surrounding gamer slang (ludolects), creativity and borrowing across languages, as well as industry-, genre-, game- and player-specific issues relating to localization, legal jargon and slang. "Player Interactions" moves on to examine communicative patterns between videogame players, focusing in particular on (un)collaborative language, functions and negotiations of impoliteness and issues of power in player discourse. In the final section, "Beyond the 'Text'," scholars grapple with issues of multimodality, paratextuality and transmediality in videogames in order to develop and enrich multimodal theory, drawing on key concepts from ludonarratology, language ideology, immersion and transmedia studies.

With implications for meaningful game design and communication theory, Approaches to Videogame Discourseexamines in detail how video games function as means and objects of communication; how they give rise to new vocabularies, textual genres and discourse practices; and how they serve as rich vehicles of ideological signification and social engagement.

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.”

Approaches to Videogame Discourse: Lexis, Interaction, Textuality

Автор: Astrid Ensslin, Isabel Balteiro
Название: Approaches to Videogame Discourse: Lexis, Interaction, Textuality
ISBN: 1501338455 ISBN-13(EAN): 9781501338458
Издательство: Bloomsbury Academic
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Цена: 19008.00 р.
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Описание:

The first significant collection of research in videogame linguistics, Approaches to Videogame Discourse features an international array of scholars in linguistics and communication studies exploring lexis, interaction and textuality in digital games.

In the first section, "Lexicology, Localisation and Variation," chapters cover productive processes surrounding gamer slang (ludolects), creativity and borrowing across languages, as well as industry-, genre-, game- and player-specific issues relating to localization, legal jargon and slang. "Player Interactions" moves on to examine communicative patterns between videogame players, focusing in particular on (un)collaborative language, functions and negotiations of impoliteness and issues of power in player discourse. In the final section, "Beyond the 'Text'," scholars grapple with issues of multimodality, paratextuality and transmediality in videogames in order to develop and enrich multimodal theory, drawing on key concepts from ludonarratology, language ideology, immersion and transmedia studies.

With implications for meaningful game design and communication theory, Approaches to Videogame Discourse examines in detail how video games function as means and objects of communication; how they give rise to new vocabularies, textual genres and discourse practices; and how they serve as rich vehicles of ideological signification and social engagement.

Ethnographies of the Videogame

Автор: Thornham
Название: Ethnographies of the Videogame
ISBN: 1138253383 ISBN-13(EAN): 9781138253384
Издательство: Taylor&Francis
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Цена: 8573.00 р.
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Описание: Ethnographies of the Videogame uses the medium of the videogame to explore wider significant sociological issues around new media, interaction, identity, performance, memory and mediation. Addressing questions of how we interpret, mediate and use media texts, particularly in the face of claims about the power of new media to continuously shift the parameters of lived experience, gaming is employed as a 'tool' through which we can understand the gendered and socio-culturally constructed phenomenon of our everyday engagement with media. The book is particularly concerned with issues of agency and power, identifying strong correlations between perceptions of gaming and actual gaming practices, as well as the reinforcement, through gaming, of established (gendered, sexed, and classed) power relationships within households. As such, it reveals the manner in which existing relations re-emerge through engagement with new technology. Offering an empirically grounded understanding of what goes on when we mediate technology and media in our everyday lives Ethnographies of the Videogame is more than a timely intervention into game studies. It provides pertinent and reflexive commentary on the relationship between text and audience, highlighting the relationships of gender and power in gaming practice. As such, it will appeal to scholars interested in media and new media, gender and class, and the sociology of leisure.

Videogame, player, text

Название: Videogame, player, text
ISBN: 0719074010 ISBN-13(EAN): 9780719074011
Издательство: NBN International
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Цена: 4222.00 р.
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Описание: Videogame, player, text examines the playing and playful subject through a series of analytical essays focused on particular videogames. -- .

Virtual History: How Videogames Portray the Past

Автор: A. Martin Wainwright
Название: Virtual History: How Videogames Portray the Past
ISBN: 1138069094 ISBN-13(EAN): 9781138069091
Издательство: Taylor&Francis
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Цена: 6123.00 р.
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Описание: Virtual History examines popular historical video games released over the last decade and explores their portrayal of history. Supported by examples and screenshots, it is useful for those studying the portrayal of history through videogames as well as media and world history more generally.

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.

Co-creating Videogames

Автор: John Banks
Название: Co-creating Videogames
ISBN: 1474268420 ISBN-13(EAN): 9781474268424
Издательство: Bloomsbury Academic
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Цена: 6018.00 р.
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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.

Game Writing: Narrative Skills for Videogames

Автор: Bateman Chris
Название: Game Writing: Narrative Skills for Videogames
ISBN: 1501348965 ISBN-13(EAN): 9781501348969
Издательство: Bloomsbury Academic
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Цена: 4275.00 р.
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Описание: As the videogame industry has grown up, the need for better stories and characters has dramatically increased, yet traditional screenwriting techniques alone cannot equip writers for the unique challenges of writing stories where the actions and decisions of a diverse range of players are at the centre of every narrative experience. Game Writing: Narrative Skills for Videogames was the first book to demystify the emerging field of game writing by identifying and explaining the skills required for creating videogame narrative. Through the insights and experiences of professional game writers, this revised edition captures a snapshot of the narrative skills employed in today's game industry and presents them as practical articles accompanied by exercises for developing the skills discussed. The book carefully explains the foundations of the craft of game writing, detailing all aspects of the process from the basics of narrative to guiding the player and the challenges of nonlinear storytelling. Throughout the book there is a strong emphasis on the skills developers and publishers expect game writers to know. This second edition brings the material up to date and adds four new chapters covering MMOs, script formats, narrative design for urban games, and new ways to think about videogame narrative as an art form. Suitable for both beginners and experienced writers, Game Writing is the essential guide to all the techniques of game writing. There's no better starting point for someone wishing to get into this exciting field, whether they are new game writers wishing to hone their skills, or screenwriters hoping to transfer their skills to the games industry.

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.


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