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Routledge Reader on Electronic Media History, Godfrey, Donald G.


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Автор: Godfrey, Donald G.
Название:  Routledge Reader on Electronic Media History
ISBN: 9780415827577
Издательство: Taylor&Francis
Классификация:


ISBN-10: 0415827574
Обложка/Формат: Hardback
Страницы: 782
Вес: 1.47 кг.
Дата издания: 21.11.2014
Язык: English
Иллюстрации: 12 tables, black and white; 12 tables, black and white
Размер: 249 x 173 x 46
Читательская аудитория: Undergraduate
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Поставляется из: Европейский союз


Routledge Reader on Electronic Media History

Автор: Godfrey, Donald G.
Название: Routledge Reader on Electronic Media History
ISBN: 0415827566 ISBN-13(EAN): 9780415827560
Издательство: Taylor&Francis
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Цена: 11023.00 р.
Наличие на складе: Нет в наличии.

Sexuality in Role-Playing Games

Автор: Brown
Название: Sexuality in Role-Playing Games
ISBN: 1138097705 ISBN-13(EAN): 9781138097704
Издательство: Taylor&Francis
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Цена: 7348.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

18+ запрещено для детей

Описание:

Role-playing games offer a chance to pretend, make believe, and share fantasy. They often invoke heavy themes into their game play: morality, violence, politics, spirituality, or sexuality. Although interesting moral debates perennially appear in the media and academia concerning the appropriateness of games' ability to deal with such adult concepts, very little is known about the intersection between games, playfulness, and sexuality and what this might mean for players.

This book offers an in-depth, ethnographic look into the phenomenon of erotic role-play through the experiences of players in multiplayer and tabletop role-playing games. Brown explores why participants engage in erotic role-play; discusses the rules involved in erotic role-play; and uncovers what playing with sexuality in ludic environments means for players, their partners, and their everyday lives. Taken together, this book provides a rich, nuanced, and detailed account of a provocative topic.

Gaming and the Divine: A New Systematic Theology of Video Games

Автор: Frank G. Bosman
Название: Gaming and the Divine: A New Systematic Theology of Video Games
ISBN: 1138579564 ISBN-13(EAN): 9781138579569
Издательство: Taylor&Francis
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Цена: 22202.00 р.
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Описание: This book formulates a new theological approach to the study of religion in gaming.

World of scary video games

Автор: Perron, Bernard (university Of Montreal, Canada)
Название: World of scary video games
ISBN: 1501316192 ISBN-13(EAN): 9781501316197
Издательство: Bloomsbury Academic
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Цена: 5859.00 р.
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Описание: As for film and literature, the horror genre has been very popular in the video game. The World of Scary Video Games provides a comprehensive overview of the videoludic horror, dealing with the games labelled as “survival horror” as well as the mainstream and independent works associated with the genre. It examines the ways in which video games have elicited horror, terror and fear since Haunted House (1981). Bernard Perron combines an historical account with a theoretical approach in order to offer a broad history of the genre, outline its formal singularities and explore its principal issues. It studies the most important games and game series, from Haunted House (1981) to Alone in the Dark (1992- ), Resident Evil (1996-present), Silent Hill (1999-present), Fatal Frame (2001-present), Dead Space (2008-2013), Amnesia: the Dark Descent (2010), and The Evil Within (2014). Accessibly written, The World of Scary Video Games helps the reader to trace the history of an important genre of the video game.

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.
Наличие на складе: Нет в наличии.

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.

Electronic Media

Автор: Medoff Norman J.
Название: Electronic Media
ISBN: 1138903205 ISBN-13(EAN): 9781138903203
Издательство: Taylor&Francis
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Цена: 8114.00 р.
Наличие на складе: Нет в наличии.

Описание:

Electronic Media: Then, Now, and Later provides a synopsis of the beginnings of electronic media in broadcasting and the subsequent advancements into digital media. The Then, Now, and Later approach focuses on how past innovations laid the groundwork for changing trends in technology, providing the opportunity and demand for evolution in both broadcasting and digital media. An updated companion website provides links to additional resources, chapter summaries, study guides and practice quizzes, instructor materials, and more. This new edition features two new chapters: one on social media, and one on choosing your entertainment and information experience.

  • The then/now/later thematic structure of the book helps instructors draw parallels (and contracts) between media history and current events, which helps get students more engaged with the material.
  • The book is known for its clear, concise, readable, and engaging writing style, which students and instructors alike appreciate.
  • The companion website is updated and offers materials for instructors (an IM, PowerPoint slides, and test bank)
Rated M for Mature: Sex and Sexuality in Video Games

Автор: Matthew Wysocki, Evan W. Lauteria
Название: Rated M for Mature: Sex and Sexuality in Video Games
ISBN: 1628925760 ISBN-13(EAN): 9781628925760
Издательство: Bloomsbury Academic
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Цена: 20592.00 р.
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Описание:

The word sex has many implications when it is used in connection with video games. As game studies scholars have argued, games are player-driven experiences. Players must participate in processes of play to move the game forward. The addition of content that incorporates sex and/or sexuality adds complexity that other media do not share.

Rated M for Mature further develops our understanding of the practices and activities of video games, specifically focusing on the intersection of games with sexual content. From the supposed scandal of "Hot Coffee" to the emergence of same-sex romance options in RPGs, the collection explores the concepts of sex and sexuality in the area of video games.

Playing with Religion in Digital Games

Автор: HEIDI A. CAMPBELL
Название: Playing with Religion in Digital Games
ISBN: 0253012538 ISBN-13(EAN): 9780253012531
Издательство: Wiley EDC
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Цена: 4117.00 р.
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Описание: Shaman, paragon, God-mode: modern video games are heavily coded with religious undertones. From the Shinto-inspired Japanese video game Okami to the internationally popular The Legend of Zelda and Halo, many video games rely on religious themes and symbols to drive the narrative and frame the storyline. Playing with Religion in Digital Games explores the increasingly complex relationship between gaming and global religious practices. For example, how does religion help organize the communities in MMORPGs such as World of Warcraft? What role has censorship played in localizing games like Actraiser in the western world? How do evangelical Christians react to violence, gore, and sexuality in some of the most popular games such as Mass Effect or Grand Theft Auto? With contributions by scholars and gamers from all over the world, this collection offers a unique perspective to the intersections of religion and the virtual world.

Electronic Commerce

Автор: Nabil R. Adam; Yelena Yesha
Название: Electronic Commerce
ISBN: 3540607382 ISBN-13(EAN): 9783540607380
Издательство: Springer
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Цена: 6567.00 р.
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Описание: This volume presents an overview of current research issues and applications in the evolving area of electronic commerce; it is based on a workshop held at the National Institute of Standards and Technology in Gaithersburg, Maryland in December 1994.

Jane Jensen: Gabriel Knight, Adventure Games, Hidden Objects

Автор: Anastasia Salter
Название: Jane Jensen: Gabriel Knight, Adventure Games, Hidden Objects
ISBN: 1501327453 ISBN-13(EAN): 9781501327452
Издательство: Bloomsbury Academic
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Цена: 15048.00 р.
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Описание: In the 1990s, the Personal Computer (or PC) was on the rise in homes, and with it came new genres of play. Yet most of the games in these new genres featured fantasylands or humorous science fiction landscapes with low stakes and little to suggest the potential of the PC as a serious space for art and play. Jane Jensen’s work and landmark Gabriel Knight series brought a new darkness and personality to PC gaming, offering a first powerful glimpse of what games could be as they came of age. As an author and designer, Jensen brought her approach as a designer-writer hybrid to the forefront of game design, with an approach to developing environments through detailed research to make game settings come to life, an attention to mature dilemmas and complex character development, and an audience-driven vision for genres reaching beyond the typical market approaches of the gaming industry. With a brand new interview with Jensen herself, Anastasia Salter provides the first ever look Jensen’s impact and role in advancing interactive narrative and writing in the game design process.

Digitales Empfehlungsmarketing

Автор: Bettina Lis; Simon Korchmar
Название: Digitales Empfehlungsmarketing
ISBN: 365801007X ISBN-13(EAN): 9783658010072
Издательство: Springer
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Цена: 10448.00 р.
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Описание: Einleitung.- Die klassiche Mundpropaganda (Word-of-Mouth).- Die digitale Mundpropaganda (Electronic Word-of-Mouth).- Glaubwьrdigkeit.- Kommunikator.- Botschaft.- Normative soziale Einflьsse.- Fazit.​

Computer Games and Technical Communication

Автор: Dewinter
Название: Computer Games and Technical Communication
ISBN: 1138710202 ISBN-13(EAN): 9781138710207
Издательство: Taylor&Francis
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Цена: 6583.00 р.
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Описание: Taking as its point of departure the fundamental observation that games are both technical and symbolic, this collection investigates the multiple intersections between the study of computer games and the discipline of technical and professional writing. Divided into five parts, Computer Games and Technical Communication engages with questions related to workplace communities and gamic simulations; industry documentation; manuals, gameplay, and ethics; training, testing, and number crunching; and the work of games and gamifying work. In that computer games rely on a complex combination of written, verbal, visual, algorithmic, audio, and kinesthetic means to convey information, technical and professional writing scholars are uniquely poised to investigate the intersection between the technical and symbolic aspects of the computer game complex. The contributors to this volume bring to bear the analytic tools of the field to interpret the roles of communication, production, and consumption in this increasingly ubiquitous technical and symbolic medium.


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