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A potent new book examines the overlap between our ecological crisis and video games
Video games may be fun and immersive diversions from daily life, but can they go beyond the realm of entertainment to do something serious--like help us save the planet? As one of the signature issues of the twenty-first century, ecological deterioration is seemingly everywhere, but it is rarely considered via the realm of interactive digital play. In Playing Nature, Alenda Y. Chang offers groundbreaking methods for exploring this vital overlap.
Arguing that games need to be understood as part of a cultural response to the growing ecological crisis, Playing Nature seeds conversations around key environmental science concepts and terms. Chang suggests several ways to rethink existing game taxonomies and theories of agency while revealing surprising fundamental
Produkt Playing Nature, 58: Ecology in Video Games (Chang Alenda Y.)(Paperback) má EAN kód 9781517906320.
Kategorie | Video |
EAN | 9781517906320 |
A potent new book examines the overlap between our ecological crisis and video games Video games may be fun and immersive diversions from daily life, but can they go beyond the realm of entertainment to do something serious--like help us save the planet? As one of the signature issues of the
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
The potential of video games as storytelling media and the deep involvement that players feel when they are part of the story needs to be analysed vis- -vis other narrative media. This book underscores the importance of video games as narratives and offers a framework for analysing the many-ended
Level designers build worlds, set missions, and lay irresistible paths to make sure we keep playing their games late into the night. It's a hugely competitive field, requiring both technical and artistic skill. Bringing together interaction, usability and experience design, this book shows how
Become a Player in the Business of Video Game ArtEvery year video games generate billions of dollars and some of the most dynamic and engaging artwork today. It's an ever-growing field that holds great professional opportunity, but you need the right skills and savvy if you want to stake your
An anthology of original stories based on the dark fantasy, role-playing video game series from Bioware. Ancient horrors. Marauding invaders. Powerful mages. And a world that refuses to stay fixed. Welcome to Thedas. From the stoic Grey Wardens to the otherworldly Mortalitasi necromancers, from the
An exploration of why we play video games despite the fact that we are almost certain to feel unhappy when we fail at them.We may think of video games as being 'fun,' but in The Art of Failure, Jesper Juul claims that this is almost entirely mistaken. When we play video games, our facial
Argues for the queer potential of video games While popular discussions about queerness in video games often focus on big-name, mainstream games that feature LGBTQ characters, like Mass Effect or Dragon Age, Bonnie Ruberg pushes the concept of queerness in games beyond a matter of representation,
An in-depth analysis of game development and rules and fiction in video games--with concrete examples, including The Legend of Zelda, Grand Theft Auto, and more A video game is half-real: we play by real rules while imagining a fictional world. We win or lose the game in the real world, but we slay
The thrilling prequel to Dragon Age: Origins, the hit role-playing video game from award-winning developer BioWare Dragon Age: The Stolen Throne After his mother, the beloved Rebel Queen, is betrayed and murdered by her own faithless lords, young Maric becomes the leader of a rebel army
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
Feminism in Play focuses on women as they are depicted in video games, as participants in games culture, and as contributors to the games industry. Contributors analyze the interconnections between games and the broader societal and structural issues impeding the successful inclusion of women in
Kids who love video games will love this second installment in the new 5-book series about 12-year old Jesse Rigsby and the wild adventures he encounters inside different video games. Age Level: 8-12 Grade Level: 3rd and up After Full Blast, Jesse Rigsby and his friend Eric has sworn off video
From Pong to virtual reality, Understanding Video Games, 4th Edition, takes video game studies into the next decade of the twenty-first century, highlighting changes in the area, including mobile, social, and casual gaming.In this new edition of the pioneering text, students learn to assess the
What impact can video games have on us as players? How does psychology influence video game creation? Why do some games become cultural phenomena?The Psychology of Video Games introduces the curious reader to the relationship between psychology and video games from the perspective of both game
Kids who love video games will love this first installment of the 5-book series about 12-year old Jesse Rigsby and the wild adventures he encounters inside different video games. Jesse Rigsby hates video games--and for good reason. You see, a video game character is trying to kill him. After
Recent years have seen an increase in public attention to identity and representation in video games, including journalists and bloggers holding the digital game industry accountable for the discrimination routinely endured by female gamers, queer gamers, and gamers of color. Video game developers
In The Queer Games Avant-Garde, Bonnie Ruberg presents twenty interviews with twenty-two queer video game developers whose radical, experimental, vibrant, and deeply queer work is driving a momentous shift in the medium of video games. Speaking with insight and candor about their creative practices
A second tie-in novel to the popular video game 'Dead
Kids who love video games will love this third installment of the new 5-book series about 12-year old Jesse Rigsby and the wild adventures he encounters inside different video games. Age Level: 8-12 Grade Level: 3rd and up The robots are here and they're not happy, at all. After accidentally
The inside story of the booming video game industry from the late 1990s to the present, as told by the Managing Director of Ubisoft's Massive Entertainment (The Division, Far Cry 3, Assassin's Creed: