Ancient Greece and Rome in Videogames: Representation, Play, Transmedia, Ross Clare
Автор: Limited, Future Publishing Название: 100 greatest retro videogames ISBN: 1787393089 ISBN-13(EAN): 9781787393080 Издательство: Неизвестно Рейтинг: Цена: 3442.00 р. Наличие на складе: Нет в наличии.
Описание: This brilliantly illustrated book contains the 100 greatest retro videogames, as chosen by the experts at Retro Gamer magazine.
Название: Aesthetics of videogames ISBN: 1138629588 ISBN-13(EAN): 9781138629585 Издательство: Taylor&Francis Рейтинг: Цена: 22202.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: This collection of essays is devoted to the philosophical examination of the aesthetics of videogames. As a burgeoning medium of artistic expression, videogames raise entirely new aesthetic concerns, particularly concerning their ontology, interactivity, and aesthetic value.
Автор: Bodi, Bettina (de Montfort University, Uk) Название: Videogames and agency ISBN: 1032288477 ISBN-13(EAN): 9781032288475 Издательство: Taylor&Francis Рейтинг: Цена: 5358.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Videogames and Agency explores the trend in videogames and their marketing to offer a player higher volumes, or even more distinct kinds, of player freedom. The book offers a new conceptual framework that helps us understand how this freedom to act is discussed by designers, and how that in turn reflects in their design principles.
Автор: David Owen Название: Player and Avatar: The Affective Potential of Videogames ISBN: 1476667195 ISBN-13(EAN): 9781476667195 Издательство: Mare Nostrum (Eurospan) Рейтинг: Цена: 6653.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Explores concepts central to the design and enjoyment of video games, including affect, immersion, liveness, presence, agency, narrative, ideology and the player`s virtual surrogate - the avatar. Gamer and avatar are analysed as a cybernetic coupling whose dynamics suggest a fulfilment of dramatist Atonin Artaud`s vision of the "body without organs".
How we talk about games as real or not-real, and how that shapes what games are made and who is invited to play them.
In videogame criticism, the worst insult might be "That's not a real game " For example, "That's not a real game, it's on Facebook " and "That's not a real game, it's a walking simulator " But how do people judge what is a real game and what is not--what features establish a game's gameness? In this engaging book, Mia Consalvo and Christopher Paul examine the debates about the realness or not-realness of videogames and find that these discussions shape what games get made and who is invited to play them.
Consalvo and Paul look at three main areas often viewed as determining a game's legitimacy: the game's pedigree (its developer), the content of the game itself, and the game's payment structure. They find, among other things, that even developers with a track record are viewed with suspicion if their games are on suspect platforms. They investigate game elements that are potentially troublesome for a game's gameness, including genres, visual aesthetics, platform, and perceived difficulty. And they explore payment models, particularly free-to-play--held by some to be a marker of illegitimacy. Finally, they examine the debate around such so-called walking simulators as Dear Esther and Gone Home. And finally, they consider what purpose is served by labeling certain games "real.
Автор: Bogost Ian Название: How to Do Things with Videogames ISBN: 081667647X ISBN-13(EAN): 9780816676477 Издательство: Marston Book Services Рейтинг: Цена: 2968.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: A fresh look at computer games as a mature mass medium with unlimited potential for cultural transformation
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