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Gaming Matters
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    1. Beskrivelse

      Normal 0 false false false MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:'Table Normal'; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-parent:''; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:'Times New Roman'; mso-ansi-language:#0400; mso-fareast-language:#0400; mso-bidi-language:#0400;}In 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.

      Andre udgaver:

      Bog, hardback

    2. Yderligere info
      Udgivelsesdato:
      11-05-2011
      Sprog:
      Engelsk
      ISBN13:
      9780817385590
      Sidetal:
      155
      Mærkat:
      E-bog, ePub
      Format:
      ePub
    3. Anmeldelser

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    4. DRM Beskyttelse

      OBS! E-bogen kan ikke læses på Kindle eller i iBooks. Du kan læse e-bogen på computer, tablet, smartphone og diverse e-bogslæsere. Du skal bruge et specielt læseprogram til din enhed. Læs mere om programmer, sidetal og print af e-bøger her.

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