Routledge Reader on Electronic Media History, Godfrey, Donald G.
Автор: Perron, Bernard (university Of Montreal, Canada) Название: World of scary video games ISBN: 1501316192 ISBN-13(EAN): 9781501316197 Издательство: Bloomsbury Academic Рейтинг: Цена: 5859.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
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.
Автор: Bateman Chris Название: Game Writing: Narrative Skills for Videogames ISBN: 1501348965 ISBN-13(EAN): 9781501348969 Издательство: Bloomsbury Academic Рейтинг: Цена: 4275.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
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.
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 Рейтинг: Цена: 20592.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
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.
Автор: HEIDI A. CAMPBELL Название: Playing with Religion in Digital Games ISBN: 0253012538 ISBN-13(EAN): 9780253012531 Издательство: Wiley EDC Рейтинг: Цена: 4117.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
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 gamesrely 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.
Автор: Nabil R. Adam; Yelena Yesha Название: Electronic Commerce ISBN: 3540607382 ISBN-13(EAN): 9783540607380 Издательство: Springer Рейтинг: Цена: 6567.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
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.
Автор: Anastasia Salter Название: Jane Jensen: Gabriel Knight, Adventure Games, Hidden Objects ISBN: 1501327453 ISBN-13(EAN): 9781501327452 Издательство: Bloomsbury Academic Рейтинг: Цена: 15048.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
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.
Автор: Bettina Lis; Simon Korchmar Название: Digitales Empfehlungsmarketing ISBN: 365801007X ISBN-13(EAN): 9783658010072 Издательство: Springer Рейтинг: Цена: 10448.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Einleitung.- Die klassiche Mundpropaganda (Word-of-Mouth).- Die digitale Mundpropaganda (Electronic Word-of-Mouth).- Glaubwьrdigkeit.- Kommunikator.- Botschaft.- Normative soziale Einflьsse.- Fazit.
Автор: Dewinter Название: Computer Games and Technical Communication ISBN: 1138710202 ISBN-13(EAN): 9781138710207 Издательство: Taylor&Francis Рейтинг: Цена: 6583.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
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.
Название: Race and Gender in Electronic Media ISBN: 1138640107 ISBN-13(EAN): 9781138640108 Издательство: Taylor&Francis Рейтинг: Цена: 22968.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: This volume examines the consequences, implications, and opportunities associated with issues of diversity in the electronic media. With a focus on race and gender, the chapters represent diverse approaches, including social scientific, humanistic, critical, and rhetorical. The contributors consider race and gender issues in both historical and contemporary electronic media, and their work is presented in three sections: content, context (audiences, effects, and reception), and culture (media industries, policy, and production). In this book, the authors investigate, problematize, and theorize a variety of concerns which at their core relate to issues of difference. How do we use media to construct and understand different social groups? How do the media represent and affect our engagement with and responses to different social groups? How can we understand these processes and the environment within which they occur? Although this book focuses on the differences associated with race and gender, the questions raised by and the theoretical perspectives presented in the chapters are applicable to other forms of socially-constructed difference.
Название: Video Game Policy ISBN: 1138812420 ISBN-13(EAN): 9781138812420 Издательство: Taylor&Francis Рейтинг: Цена: 22202.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: This book analyzes the effect of policy on the digital game complex: government, industry, corporations, distributors, players, and the like. Contributors argue that digital games are not created nor consumed outside of the complex power relationships that dictate the full production and distribution cycles, and that we need to consider those relationships in order to effectively "read" and analyze digital games. Through examining a selection of policies, e.g. the Australian government’s refusal (untilrecently) to allow an R18 rating for digital games, Blizzard’s policy in regards to intellectual property, Electronic Arts’ corporate policy for downloadable content (DLC), they show how policy, that is to say the rules governing the production, distribution and consumption of digital games, has a tangible effect upon our understanding of the digital game medium.
Описание: An introduction to the principles of aircraft digital and electronic systems, this book is written for anyone pursuing a career in aircraft maintenance engineering or a related aerospace engineering discipline. Suitable for those studying towards licensed aircraft maintenance engineer status as part of an EASA Part-66 or FAR-147 approved course, or those taking Aerospace Engineering City & Guilds modules, EDEXCEL National Units, EDEXCEL Higher National Units or a Degree in aircraft engineering.
Автор: Brown Название: Sexuality in Role-Playing Games ISBN: 1138812552 ISBN-13(EAN): 9781138812550 Издательство: Taylor&Francis Рейтинг: Цена: 24499.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
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.
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