Tekijä: Paul Finglas; Mark Roe; Hannah Pinchen; Rachel Berry; Susan Church; Sakhi Dodhia; Melanie Farron-Wilson; Gillian Swan Kustantaja: Royal Society of Chemistry (2014) Saatavuus: Noin 12-15 arkipäivää
Tekijä: Marilyn Johnston-Parsons; Melissa Wilson; Jeff Bernardi; Martha Bowling; Marilyn Karl; Elizabeth Lloyd; Melanie McCualsky Kustantaja: Information Age Publishing (2008) Saatavuus: | Arvioimme, että tuote lähetetään meiltä noin 1-3 viikossa
Tekijä: Victor Sampson; Patrick Enderle; Leeanne Gleim; Jonathan Grooms; Melanie Hester; Sherry Southerland; Kristin Wilson Kustantaja: National Science Teachers Association (2014) Saatavuus: Noin 12-15 arkipäivää
Tekijä: Philip D. Marsh; Michael A. O. Lewis; Helen Rogers; David Williams; Melanie Wilson Kustantaja: Elsevier Health Sciences (2016) Saatavuus: | Arvioimme, että tuote lähetetään meiltä noin 1-3 viikossa
Tekijä: Victor Sampson; Patrick Enderle; Leeanne Gleim; Jonathon Grooms; Melanie Hester; Sherry Southerland; Kristin Wilson Kustantaja: National Science Teachers Association (2016) Saatavuus: Ei tiedossa
McFarland & Co Inc Sivumäärä: 203 sivua Asu: Pehmeäkantinen kirja Julkaisuvuosi: 2008, 01.05.2008 (lisätietoa) Kieli: Englanti
This collection of essays situates the digital gaming phenomenon alongside broader debates in cultural and media studies. Contributors to this volume maintain that computer games are not simply toys, but rather circulate as commodities, new media technologies, and items of visual culture that are embedded in complex social practices. Apart from placing games within longer arcs of cultural history and broader critical debates, the contributors to this volume all adopt a pedagogical and theoretical approach to studying games and gameplay, drawing on the interdisciplinary resources of the humanities and social sciences, particularly new media studies.
In eight essays, the authors develop rich and nuanced understandings of the aesthetic appeals and pleasurable engagements of digital gameplay. Topics include the role of "cheats" and "easter eggs" in influencing cheating as an aesthetic phenomenon of gameplay; the relationship between videogames, gambling, and addiction; players' aesthetic and kinaesthetic interactions with computing technology; and the epistemology and phenomenology of popular strategy-based wargames and their relationship with real-world military applications. Notes and a bibliography accompany each essay, and the work includes several screenshots, images, and photographs.