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Metagaming - Playing, Competing, Spectating, Cheating, Trading, Making, and Breaking Videogames
Stephanie Boluk; Patrick LeMieux
University of Minnesota Press (2017)
Pehmeäkantinen kirja
29,50
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ostoskoriin kpl
Siirry koriin
Public access to information for development - a guide to effective implementation of right to information laws
Victoria L. Lemieux; Stephanie E. Trapnell
World Bank Publications (2016)
Pehmeäkantinen kirja
35,80
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Metagaming - Playing, Competing, Spectating, Cheating, Trading, Making, and Breaking Videogames
Stephanie Boluk; Patrick Lemieux
MP - University Of Minnesota Press (2017)
Kovakantinen kirja
117,40
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ostoskoriin kpl
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The Gates of Gabriel
Stephanie LeMieux; Sophia Reyes; Marie-France Leger
Independently Published (2021)
Pehmeäkantinen kirja
48,50
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Metagaming - Playing, Competing, Spectating, Cheating, Trading, Making, and Breaking Videogames
29,50 €
University of Minnesota Press
Sivumäärä: 400 sivua
Asu: Pehmeäkantinen kirja
Julkaisuvuosi: 2017, 04.04.2017 (lisätietoa)
Kieli: Englanti
The greatest trick the videogame industry ever pulled was convincing the world that videogames were games rather than a medium for making metagames. Elegantly defined as games about games,metagames implicate a diverse range of practices that stray outside the boundaries and bend the rules: from technical glitches and forbidden strategies to Renaissance painting, algorithmic trading, professional sports, and the War on Terror. In Metagaming, Stephanie Boluk and Patrick LeMieux demonstrate how games always extend beyond the screen, and how modders, mappers, streamers, spectators, analysts, and artists are changing the way we play. Metagaming uncovers these alternative histories of play by exploring the strange experiences and unexpected effects that emerge in, on, around, and through videogames. Players puzzle through the problems of perspectival rendering in Portal, perform clandestine acts of electronic espionage in EVE Online, compete and commentate in Korean StarCraft, and speedrun The Legend of Zelda in record times (with or without the use of vision). Companies like Valve attempt to capture the metagame through international e-sports and online marketplaces while the corporate history of Super Mario Bros. is undermined by the endless levels of Infinite Mario, the frustrating pranks of Asshole Mario, and even Super Mario Clouds, a ROM hack exhibited at the Whitney Museum of American Art. One of the only books to include original software alongside each chapter, Metagaming transforms videogames from packaged products into instruments, equipment, tools, and toys for intervening in the sensory and political economies of everyday life. And although videogames conflate the creativity, criticality, and craft of play with the act of consumption, we dont simply play videogames-we make metagames.

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Tilaustuote | Arvioimme, että tuote lähetetään meiltä noin 4-5 viikossa | Tilaa jouluksi viimeistään 27.11.2024
Myymäläsaatavuus
Helsinki
Tapiola
Turku
Tampere
Metagaming - Playing, Competing, Spectating, Cheating, Trading, Making, and Breaking Videogameszoom
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ISBN:
9780816687169
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