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Comics and videogames, Rauscher, Andreas Stein, Daniel Thon, Jan-noel


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Автор: Rauscher, Andreas Stein, Daniel Thon, Jan-noel
Название:  Comics and videogames
ISBN: 9780367539016
Издательство: Taylor&Francis
Классификация:







ISBN-10: 0367539012
Обложка/Формат: Paperback
Страницы: 264
Вес: 0.45 кг.
Дата издания: 01.08.2022
Серия: Routledge advances in game studies
Язык: English
Иллюстрации: 4 line drawings, black and white; 12 halftones, black and white
Размер: 155 x 234 x 24
Подзаголовок: From hybrid medialities to transmedia expansions
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Поставляется из: Европейский союз
Описание: This book offers the first comprehensive study of the many interfaces shaping the relationship between comics and videogames. It combines in-depth conceptual reflection with a rich selection of paradigmatic case studies from contemporary media culture.The editors have gathered a distinguished group of international scholars working at the interstices of comics studies and game studies to explore two interrelated areas of inquiry: The first part of the book focuses on hybrid medialities and experimental aesthetics between comics and videogames; the second part zooms in on how comics and videogames function as transmedia expansions within an increasingly convergent and participatory media culture. The individual chapters address synergies and intersections between comics and videogames via a diverse set of case studies ranging from independent and experimental projects via popular franchises from the corporate worlds of DC and Marvel to the more playful forms of media mix prominent in Japan.Offering an innovative intervention into a number of salient issues in current media culture, Comics and Videogames will be of interest to scholars and students of comics studies, game studies, popular culture studies, transmedia studies, and visual culture studies.
Дополнительное описание: 1. Introduction: Comics and videogames  Part I: Hybrid medialities  2. Of Pac-Men and Star Raiders: Early mutual representations between comics and videogames (1981–1983)  3. Interfacing comics and games: A socio-affective multimodal approa



Comics and videogames

Название: Comics and videogames
ISBN: 0367474190 ISBN-13(EAN): 9780367474195
Издательство: Taylor&Francis
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Цена: 22202.00 р.
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Описание: Comics and Videogames offers the first comprehensive study of the many interfaces shaping the relationship between comics and videogames. It combines in-depth conceptual investigations of hybridity and transmedia storytelling with a rich selection of paradigmatic case studies from contemporary media culture.

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.

Tragic Time in Drama, Film, and Videogames

Автор: Rebecca Bushnell
Название: Tragic Time in Drama, Film, and Videogames
ISBN: 1137585250 ISBN-13(EAN): 9781137585257
Издательство: Springer
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Цена: 6986.00 р.
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Описание: This book explores how classical and Shakespearean tragedy has shaped the temporality of crisis on the stage and in time-travel films and videogames. In turn, it uncovers how performance and new media can challenge common assumptions about tragic causality and fate. Traditional tragedies may present us with a present when a calamity is staged, a decisive moment in which everything changes. However, modern performance, adaptation and new media can question the premises of that kind of present crisis and its fatality. By offering replays or alternative endings, experimental theatre, adaptation, time travel films and videogames reinvent the tragic experience of irreversible present time. This book offers the reader a fresh understanding of tragic character and agency through these new media’s exposure of the genre’s deep structure.

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.

Co-creating Videogames

Автор: John Banks
Название: Co-creating Videogames
ISBN: 184966496X ISBN-13(EAN): 9781849664967
Издательство: Bloomsbury Academic
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Цена: 12672.00 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.

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.

Japanese Culture Through Videogames

Автор: Rachael Hutchinson
Название: Japanese Culture Through Videogames
ISBN: 0367111381 ISBN-13(EAN): 9780367111380
Издательство: Taylor&Francis
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Цена: 22202.00 р.
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Описание: Examining a wide range of Japanese videogames, including arcade fighting games, PC-based strategy games and console JRPGs, this book assesses their cultural significance and shows how gameplay and context can be analysed together to understand videogames as a dynamic mode of artistic expression.

Exploring Videogames with Deleuze and Guattari

Автор: Cremin
Название: Exploring Videogames with Deleuze and Guattari
ISBN: 1138925527 ISBN-13(EAN): 9781138925526
Издательство: Taylor&Francis
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Цена: 22202.00 р.
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Описание: Videogames are a unique artistic form, and to analyse and understand them an equally unique language is required. Cremin turns to Deleuze and Guattari`s non-representational philosophy to develop a conceptual toolkit for thinking anew about videogames and our relationship to them.

Playback - A Genealogy of 1980s British Videogames

Автор: Wade Alex
Название: Playback - A Genealogy of 1980s British Videogames
ISBN: 1501341847 ISBN-13(EAN): 9781501341847
Издательство: Bloomsbury Academic
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Цена: 5542.00 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: 1138228982 ISBN-13(EAN): 9781138228986
Издательство: Taylor&Francis
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Цена: 24499.00 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.

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
Рейтинг:
Цена: 19008.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

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.


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