Контакты/Проезд  Доставка и Оплата Помощь/Возврат
История
  +7(495) 980-12-10
  пн-пт: 10-18 сб,вс: 11-18
  shop@logobook.ru
   
    Поиск книг                    Поиск по списку ISBN Расширенный поиск    
Найти
  Зарубежные издательства Российские издательства  
Авторы | Каталог книг | Издательства | Новинки | Учебная литература | Акции | Хиты | |
 

Online Games, Social Narratives, MacCallum-Stewart, Esther


Варианты приобретения
Цена: 22968.00р.
Кол-во:
 о цене
Наличие: Отсутствует. 
Возможна поставка под заказ. Дата поступления на склад уточняется после оформления заказа


Добавить в корзину
в Мои желания

Автор: MacCallum-Stewart, Esther
Название:  Online Games, Social Narratives
ISBN: 9780415891905
Издательство: Taylor&Francis
Классификация:


ISBN-10: 0415891906
Обложка/Формат: Hardback
Страницы: 208
Вес: 0.43 кг.
Дата издания: 25.06.2014
Серия: Routledge studies in new media and cyberculture
Язык: English
Иллюстрации: 3 halftones, black and white
Размер: 154 x 236 x 16
Читательская аудитория: General (us: trade)
Рейтинг:
Поставляется из: Европейский союз


Subjective Experiences of Interactive Nostalgia

Автор: Ryan Lizardi
Название: Subjective Experiences of Interactive Nostalgia
ISBN: 1433162431 ISBN-13(EAN): 9781433162435
Издательство: Peter Lang
Рейтинг:
Цена: 7762.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание:

From explorations of video game series to Netflix shows to Facebook timelines, Subjective Experiences of Interactive Nostalgia helps readers understand what it is actually like to be nostalgic in a world that increasingly asks us to interact with our past. Interdisciplinary authors tackle the subject from historical, philosophical, rhetorical, sociological, and economic perspectives, all the while asking big questions about what it means to be asked to be active participants in our own mediated histories. Scholars and pop culture enthusiasts alike will find something to love as this collection moves from a look at traditional interactive media, such as video games, to nostalgia within all things digital and ends with a rethinking of the potentials of nostalgia itself.

World of Excesses

Автор: Karlsen Faltin
Название: World of Excesses
ISBN: 1409427633 ISBN-13(EAN): 9781409427636
Издательство: Taylor&Francis
Рейтинг:
Цена: 22968.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: Addressing the contested question of whether addiction is possible in relation to computer games - specifically online gaming - A World of Excesses demonstrates that excessive playing does not necessarily have detrimental effects, and that there are important contextual elements that influence what consequences playing has for the players.

Gaming the System: Deconstructing Video Games, Games Studies, and Virtual Worlds

Автор: Gunkel David
Название: Gaming the System: Deconstructing Video Games, Games Studies, and Virtual Worlds
ISBN: 0253035716 ISBN-13(EAN): 9780253035714
Издательство: Mare Nostrum (Eurospan)
Рейтинг:
Цена: 4514.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание:

Gaming the System takes continental philosophical traditions out of the ivory tower and into the virtual worlds of video games. In this book, author David J. Gunkel explores how philosophical traditions--put forth by noted thinkers such as Plato, Descartes, Kant, Heidegger, and Zizek--can help us explore and conceptualize recent developments in video games, game studies, and virtual worlds. Furthermore, Gunkel interprets computer games as doing philosophy, arguing that the game world is a medium that provides opportunities to model and explore fundamental questions about the nature of reality, personal identity, social organization, and moral conduct. By using games to investigate and innovate in the area of philosophical thinking, Gunkel shows how areas such as game governance and manufacturers' terms of service agreements actually grapple with the social contract and produce new postmodern forms of social organization that challenge existing modernist notions of politics and the nation state. In this critically engaging study, Gunkel considers virtual worlds and video games as more than just "fun and games," presenting them as sites for new and original thinking about some of the deepest questions concerning the human experience.

Respawn: Gamers, Hackers, and Technogenic Life

Автор: Milburn Colin
Название: Respawn: Gamers, Hackers, and Technogenic Life
ISBN: 1478002921 ISBN-13(EAN): 9781478002925
Издательство: Mare Nostrum (Eurospan)
Рейтинг:
Цена: 3505.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание:

In Respawn Colin Milburn examines the connections between video games, hacking, and science fiction that galvanize technological activism and technological communities. Discussing a wide range of games, from Portal and Final Fantasy VII to Super Mario Sunshine and Shadow of the Colossus, Milburn illustrates how they impact the lives of gamers and non-gamers alike. They also serve as resources for critique, resistance, and insurgency, offering a space for players and hacktivist groups such as Anonymous to challenge obstinate systems and experiment with alternative futures. Providing an essential walkthrough guide to our digital culture and its high-tech controversies, Milburn shows how games and playable media spawn new modes of engagement in a computerized world.
Beyond the Sea: Navigating Bioshock

Автор: Parker Felan, Aldred Jessica
Название: Beyond the Sea: Navigating Bioshock
ISBN: 077355498X ISBN-13(EAN): 9780773554986
Издательство: Mare Nostrum (Eurospan)
Рейтинг:
Цена: 5010.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: The Bioshock series looms large in the industry and culture of video games for its ambitious incorporation of high-minded philosophical questions and retro-futuristic aesthetics into the ultraviolent first-person shooter genre. Beyond the Sea marks ten years since the release of the original game with an interdisciplinary collection of essays on Bioshock, Bioshock 2, and Bioshock Infinite. Simultaneously lauded as landmarks in the artistic growth of the medium and criticized for their compromised vision and politics, the Bioshock games have been the subject of significant scholarly and critical discussion. Moving past well-trodden debates, Beyond the Sea broadens the conversation by putting video games in dialogue with a diverse range of other disciplines and cultural forms, from parenting psychology to post-humanism, from Thomas Pynchon to German expressionist cinema. Offering bold new perspectives on a canonical series, Beyond the Sea is a timely contribution to our understanding of the aesthetics, the industry, and the culture of video games. Contributors include Daniel Ante-Contreras (Miracosta), Luke Arnott (Western Ontario), Betsy Brey (Waterloo), Patrick Brown (Iowa), Michael Fuchs (Graz), Jamie Henthorn (Catawba), Brendan Keogh (Queensland), Cameron Kunzelman (Georgia), Cody Mejeur (Michigan State), Matthew Thomas Payne (Notre Dame), Gareth Schott (Waikato), Karen Schrier (Marist), Sarah Stang (York/Ryerson), Sarah Thorne (Carleton), John Vanderhoef (California State, Dominguez Hills), Matthew Wysocki (Flagler), Jordan R. Youngblood (Eastern Connecticut State), and Sarah Zaidan (Emerson).

Woke Gaming: Digital Challenges to Oppression and Social Injustice

Автор: Gray Kishonna L., Leonard David J.
Название: Woke Gaming: Digital Challenges to Oppression and Social Injustice
ISBN: 0295744170 ISBN-13(EAN): 9780295744179
Издательство: Mare Nostrum (Eurospan)
Рейтинг:
Цена: 3762.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание:

From #Gamergate to the 2016 election, to the daily experiences of marginalized perspectives, gaming is entangled with mainstream cultures of systematic exploitation and oppression. Whether visible in the persistent color line that shapes the production, dissemination, and legitimization of dominant stereotypes within the industry itself, or in the dehumanizing representations often found within game spaces, many video games perpetuate injustice and mirror the inequities and violence that permeate society as a whole.

Drawing from groundbreaking research on counter and oppositional gaming and from popular games such as World of Warcraft and Tomb Raider, Woke Gaming examines resistance to problematic spaces of violence, discrimination, and microaggressions in gaming culture. The contributors of these essays seek to identify strategies to detox gaming culture and orient players and gamers toward progressive ends. From Anna Anthropy's Keep Me Occupied to Momo Pixel's Hair, Nah, video games can reveal the power and potential for marginalized communities to resist, and otherwise challenge dehumanizing representations inside and outside of game spaces.

In a moment of #MeToo, #BlackLivesMatter, and efforts to transform current political realities, Woke Gaming illustrates the power and potential of video games to foster change and become a catalyst for social justice.

Playing Nature: Ecology in Video Games

Автор: Chang Alenda Y.
Название: Playing Nature: Ecology in Video Games
ISBN: 1517906326 ISBN-13(EAN): 9781517906320
Издательство: Mare Nostrum (Eurospan)
Рейтинг:
Цена: 3386.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: A potent new book examines the overlap between our ecological crisis and video games  Video games may be fun and immersive diversions from daily life, but can they go beyond the realm of entertainment to do something serious-like help us save the planet? As one of the signature issues of the twenty-first century, ecological deterioration is seemingly everywhere, but it is rarely considered via the realm of interactive digital play. In Playing Nature, Alenda Y. Chang offers groundbreaking methods for exploring this vital overlap.Arguing that games need to be understood as part of a cultural response to the growing ecological crisis, Playing Nature seeds conversations around key environmental science concepts and terms. Chang suggests several ways to rethink existing game taxonomies and theories of agency while revealing surprising fundamental similarities between game play and scientific work.Gracefully reconciling new media theory with environmental criticism, Playing Nature examines an exciting range of games and related art forms, including historical and contemporary analog and digital games, alternate- and augmented-reality games, museum exhibitions, film, and science fiction. Chang puts her surprising ideas into conversation with leading media studies and environmental humanities scholars like Alexander Galloway, Donna Haraway, and Ursula Heise, ultimately exploring manifold ecological futures-not all of them dystopian.

Indie Games in the Digital Age

Автор: M.J. Clarke, Cynthia Wang
Название: Indie Games in the Digital Age
ISBN: 1501356453 ISBN-13(EAN): 9781501356452
Издательство: Bloomsbury Academic
Рейтинг:
Цена: 17424.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: A host of digital affordances, including reduced cost production tools, open distribution platforms, and ubiquitous connectivity, have engendered the growth of indie games among makers and users, forcing critics to reconsider the question of who makes games and why. Taking seriously this new mode of cultural produciton compells analysts to reconsider the blurred boundaries and relations of makers, users and texts as well as their respective relationship to cultural power and hierarchy. The contributions to Indie Games in the Digital Age consider these questions and examine a series of firms, makers, games and scenes, ranging from giants like Nintendo and Microsoft to grassroots games like Cards Against Humanity and Stardew Valley, to chart more precisely the productive and instructive disruption that this new site of cultural production offers.

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
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 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.

An Information Technology Surrogate for Religion

Автор: Bainbridge
Название: An Information Technology Surrogate for Religion
ISBN: 1137490543 ISBN-13(EAN): 9781137490544
Издательство: Springer
Рейтинг:
Цена: 8384.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: This book demonstrates principles of Ancestor Veneration Avatars (AVAs), by running avatars based on eleven deceased members of one family through ten highly diverse virtual worlds from the violent Defiance to the intellectual Uru: Myst Online, from the early EverQuest to the recent Elder Scrolls Online.

The Post-9/11 Video Game: A Critical Examination

Автор: Ouellette Marc A., Thompson Jason C.
Название: The Post-9/11 Video Game: A Critical Examination
ISBN: 0786499028 ISBN-13(EAN): 9780786499021
Издательство: Mare Nostrum (Eurospan)
Рейтинг:
Цена: 5821.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: The Post-9/11 Video Game: A Critical Examination demonstrates that a new genre of video games arises from the American experience of 9/11. The representations reflect reshaped notions of the (sub)urban spaces, identity and the role of the citizen as a consumer and as a producer of culture. Ouellette and Thompson combine semiotic and rhetorical analysis to bridge the gap between the narratology and ludology strands of game studies in an original interpretation of dominant game franchises Call of Duty, Battlefield, Medal of Honor, Grand Theft Auto and Syphon Filter in both pre- and post- 9/11 game titles. The comparisons reveal striking changes in the iconography of cultural narratives that mainstream audiences were interested in seeing and playing in this period. New York transforms into a symbol of America itself, the mall becomes a symbol of American values, and zombies offer a symbol of foreign invasion.Since these narrative elements can serve differing political purposes and social ends, the focus is not on any particular game, character or narrative aspects but on what those elements come to figure through the genre and what it means to be able to manipulate and to participate in the conflict, at least within the structures, conventions and algorithms of video games. Indeed, these elements transcend traditional genre and platform categories so that post-9/11 representation shapes video games and is shaped by them. Taken together, post-9/11 video games offer a new genre that, in revisiting a national trauma, offers a therapeutic, apolitical solution to the geopolitical upheavals occasioned by 9/11 so that mainstream games become the successor to film and television in the ongoing redefinition American identity, especially masculinity, in times of war and conflict.

How to Play Video Games

Автор: Payne Matthew Thomas, Huntemann Nina B.
Название: How to Play Video Games
ISBN: 147980214X ISBN-13(EAN): 9781479802142
Издательство: Mare Nostrum (Eurospan)
Рейтинг:
Цена: 12289.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание:

Forty original contributions on games and gaming culture
What does Pok?mon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building?
From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large?
How to Play Video Games brings together forty original essays from today’s leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.


ООО "Логосфера " Тел:+7(495) 980-12-10 www.logobook.ru
   В Контакте     В Контакте Мед  Мобильная версия