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Judd Ethan Ruggill | Akateeminen Kirjakauppa

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Gaming Matters - Art, Science, Magic and the Computer Game Medium
Judd Ethan Ruggill; Ken S. McAllister
The University of Alabama Press (2011)
Kovakantinen kirja
36,00
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ostoskoriin kpl
Siirry koriin
Tempest - Geometries of Play
Judd Ethan Ruggill; Ken S. McAllister
The University of Michigan Press (2015)
Pehmeäkantinen kirja
32,90
Tuotetta lisätty
ostoskoriin kpl
Siirry koriin
Tempest - Geometries of Play
Judd Ethan Ruggill; Ken S. McAllister
The University of Michigan Press (2015)
Kovakantinen kirja
78,00
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ostoskoriin kpl
Siirry koriin
The Computer Culture Reader
Joseph R. Chaney; Ken S. McAllister; Judd Ethan Ruggill
Cambridge Scholars Publishing (2009)
Kovakantinen kirja
131,70
Tuotetta lisätty
ostoskoriin kpl
Siirry koriin
The Chinese Video Game Industry
Feng Chen; Ken S. McAllister; Judd Ethan Ruggill
Springer International Publishing AG (2024)
Kovakantinen kirja
121,30
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ostoskoriin kpl
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Gaming Matters - Art, Science, Magic and the Computer Game Medium
36,00 €
The University of Alabama Press
Sivumäärä: 176 sivua
Asu: Kovakantinen kirja
Julkaisuvuosi: 2011, 30.05.2011 (lisätietoa)
Kieli: Englanti
Normal0falsefalsefalseMicrosoftInternetExplorer4In his 2004 book Game Work, Ken S. McAllister proposed a rigorous critical methodology for the discussion of the "video game complex"--the games themselves, their players, the industry that produces them, and those who review and market them. Games, McAllister demonstrated, are viewed and discussed very differently by different factions: as an economic force, as narrative texts, as a facet of popular culture, as a psychological playground, as an ethical and moral force, even as a tool for military training. In Gaming Matters, McAllister and coauthor Judd Ruggill turn from the broader discussion of video game rhetoric to study the video game itself as a medium and the specific features that give rise to games as similar and yet diverse as Pong, Tomb Raider, and Halo. In short, what defines the computer game itself as a medium distinct from all others? Each chapter takes up a different fundamental characteristic of the medium. Games are: - Idiosyncratic, and thus difficult to apprehend using the traditional tools of media study- Irreconcilable, or complex to such a degree that developers, players, and scholars have contradictory ways of describing them- Boring, and therefore obligated to constantly make demandson players' attention- Anachronistic, or built on age-old tropes and forms of playwhile ironically bound to the most advanced technologies- Duplicitous, or dependent on truth-telling rhetoric even when they are about fictions, fantasies, or lies- Work, or are often better understood as labor rather than play- Alchemical, despite seeming all-too mechanical or predictableVideo games are now inarguably a major site of worldwide cultural production. Gaming Matters will neither flatter game enthusiasts nor embolden game detractors in their assessments. But it will provide a vocabulary through which games can be discussed in academic settings and will create an important foundation for future academic discourse.

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Tilaustuote | Arvioimme, että tuote lähetetään meiltä noin 3-4 viikossa | Tilaa jouluksi viimeistään 27.11.2024
Myymäläsaatavuus
Helsinki
Tapiola
Turku
Tampere
Gaming Matters - Art, Science, Magic and the Computer Game Mediumzoom
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ISBN:
9780817317379
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