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Researching Virtual Worlds, Phillips, Louise


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Цена: 22968.00р.
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Автор: Phillips, Louise
Название:  Researching Virtual Worlds
ISBN: 9780415624442
Издательство: Taylor&Francis
Классификация:


ISBN-10: 0415624444
Обложка/Формат: Hardback
Страницы: 186
Вес: 0.43 кг.
Дата издания: 23.07.2013
Серия: Routledge studies in new media and cyberculture
Язык: English
Иллюстрации: 10 tables, black and white; 8 line drawings, black and white; 10 halftones, black and white
Размер: 237 x 156 x 16
Читательская аудитория: General (us: trade)
Подзаголовок: Methodologies for studying emergent practices
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Поставляется из: Европейский союз


Virtual Existentialism: Meaning and Subjectivity in Virtual Worlds

Автор: Gualeni Stefano, Vella Daniel
Название: Virtual Existentialism: Meaning and Subjectivity in Virtual Worlds
ISBN: 3030384802 ISBN-13(EAN): 9783030384807
Издательство: Springer
Цена: 9083.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: Chiefly drawing on the philosophical traditions of existentialism, it articulates the idea that - by means of our technical equipment and coordinated practices - human beings disclose contexts or worlds in which they can perceive, feel, act, and think.

Learning in Real and Virtual Worlds

Автор: Lacasa Pilar
Название: Learning in Real and Virtual Worlds
ISBN: 1137312041 ISBN-13(EAN): 9781137312044
Издательство: Springer
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Цена: 11179.00 р.
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Описание: Packed with critical analysis and real-life examples, this book explores how children`s video games can cultivate learning. Lacasa takes several commercial video games and shows how they can be used both in and out of the classroom to teach initiative and problem-solving, encourage creativity, promote literacy, and develop reasoning skills.

Understanding Machinima: Essays on Filmmaking in Virtual Worlds

Автор: Jenna Ng
Название: Understanding Machinima: Essays on Filmmaking in Virtual Worlds
ISBN: 1441140522 ISBN-13(EAN): 9781441140524
Издательство: Bloomsbury Academic
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Цена: 22176.00 р.
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Описание: In this groundbreaking collection, Dr. Jenna Ng brings together academics and award-winning artists and machinima makers to explore the fascinating combination of cinema, animation and games in machinima (the use of computer game engines to produce animated films in cost- and time-efficient ways). Book-ended by a preface by Henry Lowood (curator for history of science and technology collections at Stanford University) and an interview with Isabelle Arvers (machinima artist, trainer, critic, and curator), the collection features wide-ranging discussions addressing machinima not only from diverse theoretical perspectives, but also in its many dimensions as game art, First Nations media art, documentary, and pedagogical tool. Making use of interactive multimedia to enhance the text, each chapter features a QR code which leads to a mobile website cross-referencing with its print text, integrating digital and print content while also taking into account the portability of digital devices in resonance with machinima's mobile digital forms. Exploring the many dimensions of machinima production and reception, Understanding Machinima extends machinima's critical scholarship and debate, underscoring the exciting potential of this emerging media form.

Narrative theory, literature, and new media

Название: Narrative theory, literature, and new media
ISBN: 113885414X ISBN-13(EAN): 9781138854147
Издательство: Taylor&Francis
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Цена: 25265.00 р.
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Описание: Offering an interdisciplinary approach to narrative, this book investigates storyworlds and minds in narratives across media, from literature to digital games and reality TV, from online sadomasochism to oral history databases, and from horror to hallucinations. It addresses two core questions of contemporary narrative theory, inspired by recent cognitive-scientific developments: what kind of a construction is a storyworld, and what kind of mental functioning can be embedded in it? Minds and worlds become essential facets of making sense and interpreting narratives as the book asks how story-internal minds relate to the mind external to the storyworld, that is, the mind processing the story. With essays from social scientists, literary scholars, linguists, and scholars from interactive media studies answering these topical questions, the collection brings diverse disciplines into dialogue, providing new openings for genuinely transdisciplinary narrative theory. The wide-ranging selection of materials analyzed in the book promotes knowledge on the latest forms of cultural and social meaning-making through narrative, necessary for navigating the contemporary, mediatized cultural landscape. The combination of theoretical reflection and empirical analysis makes this book an invaluable resource for scholars and advanced students in fields including literary studies, social sciences, art, media, and communication.

Researching Virtual Play Experiences: Visual Methods in Education Research

Автор: Bailey Chris
Название: Researching Virtual Play Experiences: Visual Methods in Education Research
ISBN: 3030786935 ISBN-13(EAN): 9783030786939
Издательство: Springer
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Цена: 16769.00 р.
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Описание: This book illuminates the lived experience of a group of primary school children engaged in virtual world play during a year-long after-school club. It will be of interest and value to researchers of children`s play, as well as those who explore visual methods and design multimodal research outputs.

Serious Games And Virtual Worlds In Education, Professional Development, A

Автор: Bredl & B?sche
Название: Serious Games And Virtual Worlds In Education, Professional Development, A
ISBN: 1466636734 ISBN-13(EAN): 9781466636736
Издательство: Mare Nostrum (Eurospan)
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Цена: 25502.00 р.
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Описание: Too often the suggestion of using games and virtual environments in an educational setting is met with skepticism and objections. Many traditionally-oriented educators are simply not aware of the benefits that come from implementing digital games into an instructional environment. <br><br><em>Serious Games and Virtual Worlds in Education, Professional Development, and Healthcare</em> seeks to counter these doubts by explaining how digital environments can easily become familiar and beneficial for educational and professional development. Highlighting techniques beyond the traditional practice, this reference source is useful for researchers, academics, professionals, and students interested in the benefits to implementing these games into various aspects of our environment.

Intermedia Games—Games Inter Media: Video Games and Intermediality

Автор: Michael Fuchs, Jeff Thoss
Название: Intermedia Games—Games Inter Media: Video Games and Intermediality
ISBN: 1501330497 ISBN-13(EAN): 9781501330490
Издательство: Bloomsbury Academic
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Цена: 20592.00 р.
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Описание: This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com

While all media are part of intermedial networks, video games are often at the nexus of that network. They not only employ cinematics, embedded books, and in-world television screens for various purposes, but, in our convergence culture, video games also play a vital role in allowing players to explore transmedia storyworlds. At the same time, video games are frequently thematized and remediated in film, television, and literature. Indeed, the central role video games assume in intermedial networks provides testament to their significance in the contemporary media environment.

In this volume, an international group of contributors discuss not only intermedial phenomena in video games, but also the intermedial networks surrounding them. Intermedia Games-Games Inter Media will deepen readers' understanding of the convergence culture of the early twenty-first century and video games' role in it.

Intermedia games-games inter media

Название: Intermedia games-games inter media
ISBN: 1501368125 ISBN-13(EAN): 9781501368127
Издательство: Bloomsbury Academic
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Цена: 5226.00 р.
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Описание:

This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com

While all media are part of intermedial networks, video games are often at the nexus of that network. They not only employ cinematics, embedded books, and in-world television screens for various purposes, but, in our convergence culture, video games also play a vital role in allowing players to explore transmedia storyworlds. At the same time, video games are frequently thematized and remediated in film, television, and literature. Indeed, the central role video games assume in intermedial networks provides testament to their significance in the contemporary media environment.

In this volume, an international group of contributors discuss not only intermedial phenomena in video games, but also the intermedial networks surrounding them. Intermedia Games-Games Inter Media will deepen readers' understanding of the convergence culture of the early twenty-first century and video games' role in it.

Metaphors of internet

Название: Metaphors of internet
ISBN: 1433174499 ISBN-13(EAN): 9781433174490
Издательство: Peter Lang
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Цена: 19854.00 р.
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Описание:

What happens when the internet is absorbed into everyday life? How do we make sense of something that is invisible but still so central? A group of digital culture experts address these questions in Metaphors of Internet: Ways of Being in the Age of Ubiquity.

Twenty years ago, the internet was imagined as standing apart from humans. Metaphorically it was a frontier to explore, a virtual world to experiment in, an ultra-high-speed information superhighway. Many popular metaphors have fallen out of use, while new ones arise all the time. Today we speak of data lakes, clouds and AI. The essays and artwork in this book evoke the mundane, the visceral, and the transformative potential of the internet by exploring the currently dominant metaphors. Together they tell a story of kaleidoscopic diversity of how we experience the internet, offering a richly textured glimpse of how the internet has both disappeared and at the same time, has fundamentally transformed everyday social customs, work, and life, death, politics, and embodiment.

Experience machines

Название: Experience machines
ISBN: 1786600676 ISBN-13(EAN): 9781786600677
Издательство: Rowman & Littlefield Publishers
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Цена: 25133.00 р.
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Описание:

In his classic work Anarchy, State and Utopia, Robert Nozick asked his readers to imagine being permanently plugged into a 'machine that would give you any experience you desired'. He speculated that, in spite of the many obvious attractions of such a prospect, most people would choose against passing the rest of their lives under the influence of this type of invention. Nozick thought (and many have since agreed) that this simple thought experiment had profound implications for how we think about ethics, political justice, and the significance of technology in our everyday lives. Nozick's argument was made in 1974, about a decade before the personal computer revolution in Europe and North America. Since then, opportunities for the citizens of industrialized societies to experience virtual worlds and simulated environments have multiplied to an extent that no philosopher could have predicted. The authors in this volume re-evaluate the merits of Nozick's argument, and use it as a jumping-off point for the philosophical examination of subsequent developments in culture and technology, including a variety of experience-altering cybernetic technologies such as computer games, social media networks, HCI devices, and neuro-prostheses.

Metaphors of internet

Название: Metaphors of internet
ISBN: 1433174502 ISBN-13(EAN): 9781433174506
Издательство: Peter Lang
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Цена: 7623.00 р.
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Описание:

What happens when the internet is absorbed into everyday life? How do we make sense of something that is invisible but still so central? A group of digital culture experts address these questions in Metaphors of Internet: Ways of Being in the Age of Ubiquity.

Twenty years ago, the internet was imagined as standing apart from humans. Metaphorically it was a frontier to explore, a virtual world to experiment in, an ultra-high-speed information superhighway. Many popular metaphors have fallen out of use, while new ones arise all the time. Today we speak of data lakes, clouds and AI. The essays and artwork in this book evoke the mundane, the visceral, and the transformative potential of the internet by exploring the currently dominant metaphors. Together they tell a story of kaleidoscopic diversity of how we experience the internet, offering a richly textured glimpse of how the internet has both disappeared and at the same time, has fundamentally transformed everyday social customs, work, and life, death, politics, and embodiment.

Video Games and American Culture

Автор: Toscano Aaron
Название: Video Games and American Culture
ISBN: 1793601305 ISBN-13(EAN): 9781793601308
Издательство: Rowman & Littlefield Publishers
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Цена: 17952.00 р.
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Описание: Going against recent academic trends that analyze video games in a vacuum, this book considers video games as cultural artifacts. Using a cultural studies lens, Toscano addresses common themes in popular video games and identifies ways in which they reflect on the violent, sexist, and chauvinistic culture that produces and enjoys them.


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