Indie Games in the Digital Age, Clarke M. J., Wang Cynthia
Автор: Kaufman-Rose Cynthia, Clarke Daniel-James F. Название: Yesterday`s Blue: A Story about Childhood Depression ISBN: 0997800666 ISBN-13(EAN): 9780997800661 Издательство: Неизвестно Цена: 2750.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Childhood isn't easy when you're feeling sad and different. This little girl knows something's not quite right: she's having trouble sleeping, eating, and concentrating. And she doesn't laugh the way her classmates do.
When she reaches out to a trusted teacher, the little girl starts down a path of help and healing, beginning with identifying her blue moods as depression. A combination of talk therapy, medication, and lifestyle changes helps her leave her blues in yesterday and look forward to a brighter tomorrow.
Told with simple sentences and lush illustrations, Yesterday's Blue will be a valued resource for parents, teachers, and health professionals who work with kids dealing with depression, whether situational or systemic. And, critically, Yesterday's Blue will give kids a way to talk about their sad feelings and let them know they are not alone.
Автор: M.J. Clarke, Cynthia Wang Название: Indie Games in the Digital Age ISBN: 1501356453 ISBN-13(EAN): 9781501356452 Издательство: Bloomsbury Academic Рейтинг: Цена: 17424.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: A host of digital affordances, including reduced cost production tools, open distribution platforms, and ubiquitous connectivity, have engendered the growth of indie games among makers and users, forcing critics to reconsider the question of who makes games and why. Taking seriously this new mode of cultural produciton compells analysts to reconsider the blurred boundaries and relations of makers, users and texts as well as their respective relationship to cultural power and hierarchy. The contributions to Indie Games in the Digital Age consider these questions and examine a series of firms, makers, games and scenes, ranging from giants like Nintendo and Microsoft to grassroots games like Cards Against Humanity and Stardew Valley, to chart more precisely the productive and instructive disruption that this new site of cultural production offers.
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