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Playing to Win: Sports, Video Games, and the Culture of Play, Thomas P. Oates


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Автор: Thomas P. Oates
Название:  Playing to Win: Sports, Video Games, and the Culture of Play
ISBN: 9780253015020
Издательство: Mare Nostrum (Eurospan)
Классификация:


ISBN-10: 0253015022
Обложка/Формат: Paperback
Страницы: 252
Вес: 0.42 кг.
Дата издания: 2015-01-12
Серия: Digital game studies
Язык: English
Размер: 231 x 153 x 18
Основная тема: Drug abuse in sport,Television technology, SPORTS & RECREATION / Cultural & Social Aspects,TECHNOLOGY & ENGINEERING / Television & Video
Подзаголовок: Sports, video games, and the culture of play
Ссылка на Издательство: Link
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Поставляется из: Англии
Описание: In this era of big media franchises, sports branding has crossed platforms, so that the sport, its television broadcast, and its replication in an electronic game are packaged and promoted as part of the same fan experience. Editors Robert Alan Brookey and Thomas P. Oates trace this development back to the unexpected success of Ataris Pong in the 1970s, which provoked a flood of sport simulation games that have had an impact on every sector of the electronic game market. From golf to football, basketball to step aerobics, electronic sports games are as familiar in the American household as the televised sporting events they simulate. This book explores the points of convergence at which gaming and sports culture merge.
Дополнительное описание: Playing to Win: An introduction. / Thomas P. Oates and Robert Alan Brookey
Part I: Gender Play
1. The Name of the Game is Jocktronics: Sport and Masculinity in Early Video Games / Michael Z. Newman
2. Madden Men: Masculinity, Race, a




The Big Book of Super Mario: The Unofficial Guide to Super Mario and the Mushroom Kingdom

Автор: Triumph Books
Название: The Big Book of Super Mario: The Unofficial Guide to Super Mario and the Mushroom Kingdom
ISBN: 1637271212 ISBN-13(EAN): 9781637271216
Издательство: Gazelle Book Services
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Цена: 3859.00 р.
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Описание: A comprehensive, colorful look at everything to know and love about Super Mario, with character profiles, gameplay tips, and little-known trivia For over 35 years, gamers young and old have gone on fantastic adventures with Mario, Luigi, Peach, Yoshi, and friends. The Big Book of Super Mario is a colorful celebration of that rich history from the 1980s to today! This deluxe guide also features exclusive content and strategy on recent Nintendo Switch games like Super Mario Odyssey and Super Mario Maker 2, plus an in-depth look at the new Super Mario 3D World + Bowsers Fury. With dozens of full-color game images, this journey into the Mushroom Kingdom is a must-have for all Mario fans.

Japanese Role-Playing Games:

Автор: Hutchinson Rachael, Pelletier-Gagnon Jйrйmie
Название: Japanese Role-Playing Games:
ISBN: 1793643547 ISBN-13(EAN): 9781793643544
Издательство: Bloomsbury
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Цена: 15593.00 р.
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Описание: This book examines the origins and boundaries of Japanese digital role-playing games. A geographically diverse roster of contributors introduces English-speaking audiences to Japanese video game scholarship and applies postcolonial and philosophical readings to the Japanese game text.

Sound Play: Video Games and the Musical Imagination

Автор: Cheng William, Cheng Willam
Название: Sound Play: Video Games and the Musical Imagination
ISBN: 0199969973 ISBN-13(EAN): 9780199969975
Издательство: Oxford Academ
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Цена: 5701.00 р.
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Описание: Video games open portals into fantastical worlds where imaginative play prevails. Sound Play explores the aesthetic, ethical, and sociopolitical stakes of people`s engagements with audio phenomena in video games-from sonic violence to synthesized operas, from democratic musical performances to verbal sexual harassment.

Ancient Greece and Rome in Videogames: Representation, Play, Transmedia

Автор: Clare Ross
Название: Ancient Greece and Rome in Videogames: Representation, Play, Transmedia
ISBN: 1350157198 ISBN-13(EAN): 9781350157194
Издательство: Bloomsbury Academic
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Цена: 29887.00 р.
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Описание:

This volume presents an original framework for the study of video games that use visual materials and narrative conventions from ancient Greece and Rome. It focuses on the culturally rich continuum of ancient Greek and Roman games, treating them not just as representations, but as functional interactive products that require the player to interpret, communicate with and alter them. Tracking the movement of such concepts across different media, the study builds an interconnected picture of antiquity in video games within a wider transmedial environment.

Ancient Greece and Rome in Videogames presents a wide array of games from several different genres, ranging from the blood-spilling violence of god-killing and gladiatorial combat to meticulous strategizing over virtual Roman Empires and often bizarre adventures in pseudo-ancient places. Readers encounter instances in which players become intimately engaged with the "epic mode" of spectacle in God of War, moments of negotiation with colonised lands in Rome: Total War and Imperium Romanum, and multi-layered narratives rich with ancient traditions in games such as Eleusis and Salammbo. The case study approach draws on close analysis of outstanding examples of the genre to uncover how both representation and gameplay function in such "ancient games".

Playing to Win: Sports, Video Games, and the Culture of Play

Автор: Thomas P. Oates
Название: Playing to Win: Sports, Video Games, and the Culture of Play
ISBN: 0253014999 ISBN-13(EAN): 9780253014993
Издательство: Mare Nostrum (Eurospan)
Рейтинг:
Цена: 9405.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: In this era of big media franchises, sports branding has crossed platforms, so that the sport, its television broadcast, and its replication in an electronic game are packaged and promoted as part of the same fan experience. Editors Robert Alan Brookey and Thomas P. Oates trace this development back to the unexpected success of Atari's Pong in the 1970s, which provoked a flood of sport simulation games that have had an impact on every sector of the electronic game market. From golf to football, basketball to step aerobics, electronic sports games are as familiar in the American household as the televised sporting events they simulate. This book explores the points of convergence at which gaming and sports culture merge.

Classical Antiquity in Video Games

Автор: Rollinger,Christian
Название: Classical Antiquity in Video Games
ISBN: 135006663X ISBN-13(EAN): 9781350066632
Издательство: Bloomsbury Academic
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Цена: 15840.00 р.
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Описание: From gaming consoles to smartphones, video games are everywhere today, including those set in historical times and particularly in the ancient world. This volume explores the varied depictions of the ancient world in video games and demonstrates the potential challenges of games for scholars as well as the applications of game engines for educational and academic purposes. With successful series such as “Assassin’s Creed” or "Civilization” selling millions of copies, video games rival even television and cinema in their role in shaping younger audiences’ perceptions of the past. Yet classical scholarship, though embracing other popular media as areas of research, has so far largely ignored video games as a vehicle of classical reception. This collection of essays fills this gap with a dedicated study of receptions, remediations and representations of Classical Antiquity across all electronic gaming platforms and genres. It presents cutting-edge research in classics and classical receptions, game studies and archaeogaming, adopting different perspectives and combining papers from scholars, gamers, game developers and historical consultants. In doing so, it delivers the first state-of-the-art account of both the wide array of ‘ancient’ video games, as well as the challenges and rewards of this new and exciting field.

Playing with feelings

Автор: Anable, Aubrey
Название: Playing with feelings
ISBN: 1517900255 ISBN-13(EAN): 9781517900250
Издательство: Mare Nostrum (Eurospan)
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Цена: 3511.00 р.
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Описание:

How gaming intersects with systems like history, bodies, and code

Why do we so compulsively play video games? Might it have something to do with how gaming affects our emotions? In Playing with Feelings, scholar Aubrey Anable applies affect theory to game studies, arguing that video games let us "rehearse" feelings, states, and emotions that give new tones and textures to our everyday lives and interactions with digital devices. Rather than thinking about video games as an escape from reality, Anable demonstrates how video games--their narratives, aesthetics, and histories--have been intimately tied to our emotional landscape since the emergence of digital computers.

Looking at a wide variety of video games--including mobile games, indie games, art games, and games that have been traditionally neglected by academia--Anable expands our understanding of the ways in which these games and game studies can participate in feminist and queer interventions in digital media culture. She gives a new account of the touchscreen and intimacy with our mobile devices, asking what it means to touch and be touched by a game. She also examines how games played casually throughout the day create meaningful interludes that give us new ways of relating to work in our lives. And Anable reflects on how games allow us to feel differently about what it means to fail.

Playing with Feelings offers provocative arguments for why video games should be seen as the most significant art form of the twenty-first century and gives the humanities passionate, incisive, and daring arguments for why games matter.

Transnational Play: Piracy, Urban Art, and Mobile Games

Автор: Anne-Marie Schleiner
Название: Transnational Play: Piracy, Urban Art, and Mobile Games
ISBN: 9463728902 ISBN-13(EAN): 9789463728904
Издательство: NBN International
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Цена: 21120.00 р.
Наличие на складе: Нет в наличии.

Описание: Transnational Play approaches gameplay as a set of practices and a global industry that includes diverse participation from players and developers located within the global South, in nations outside of the First World. Players experience play in game cafes, through casual games for regional and global causes like environmentalism, through piracy and cheats, via cultural localization, on their mobile phones, and through urban playful art in Latin America. This book offers a reorientation of perspective on the global developers who make games, as well as the players who consume games, while still acknowledging geographically distributed socioeconomic, racial, gender, and other inequities. Over the course of the inquiry, which includes a chapter dedicated to the cartography of the mobile augmented reality game Pokemon Go, the author develops a theoretical line of argument critically informed by gender studies and intersectionality, postcolonialism, geopolitics, and game studies, problematizing play as a diverse and contested transnational domain.

Games Girls Play: Contexts of Girls and Video Games

Автор: Cunningham Carolyn M.
Название: Games Girls Play: Contexts of Girls and Video Games
ISBN: 1498554563 ISBN-13(EAN): 9781498554565
Издательство: Неизвестно
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Цена: 26898.00 р.
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Описание: This book examines the role that video games play in girls` lives, including how games structure girls` leisure time, how playing video games constitutes different performances of femininity, and what influences girls to play or not play video games, as well as the discourses surrounding girls and video games.

Classical Antiquity in Video Games: Playing with the Ancient World

Автор: Christian Rollinger
Название: Classical Antiquity in Video Games: Playing with the Ancient World
ISBN: 1350193860 ISBN-13(EAN): 9781350193864
Издательство: Bloomsbury Academic
Рейтинг:
Цена: 5067.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: From gaming consoles to smartphones, video games are everywhere today, including those set in historical times and particularly in the ancient world. This volume explores the varied depictions of the ancient world in video games and demonstrates the potential challenges of games for scholars as well as the applications of game engines for educational and academic purposes. With successful series such as “Assassin’s Creed” or "Civilization” selling millions of copies, video games rival even television and cinema in their role in shaping younger audiences’ perceptions of the past. Yet classical scholarship, though embracing other popular media as areas of research, has so far largely ignored video games as a vehicle of classical reception. This collection of essays fills this gap with a dedicated study of receptions, remediations and representations of Classical Antiquity across all electronic gaming platforms and genres. It presents cutting-edge research in classics and classical receptions, game studies and archaeogaming, adopting different perspectives and combining papers from scholars, gamers, game developers and historical consultants. In doing so, it delivers the first state-of-the-art account of both the wide array of ‘ancient’ video games, as well as the challenges and rewards of this new and exciting field.

Playing Video Games

Автор: Vorderer, Peter
Название: Playing Video Games
ISBN: 0805853227 ISBN-13(EAN): 9780805853223
Издательство: Taylor&Francis
Рейтинг:
Цена: 11789.00 р.
Наличие на складе: Нет в наличии.

Playing Video Games

Название: Playing Video Games
ISBN: 0805853219 ISBN-13(EAN): 9780805853216
Издательство: Taylor&Francis
Рейтинг:
Цена: 29093.00 р.
Наличие на складе: Нет в наличии.


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