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Böcker i Digital Game Studies-serien

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  • av Sky Larell Anderson
    416 - 1 110,-

  • - Understanding Temporality in Video Games
    av Christopher Hanson
    506,-

  • - Interviews with the Experts
    av David S. Heineman
    340 - 1 050,-

  •  
    376,-

    Shaman, paragon, God-mode: modern video games are heavily coded with religious undertones. This book explores the increasingly complex relationship between gaming and global religious practices.

  • - Deconstructing Video Games, Games Studies, and Virtual Worlds
    av David J. Gunkel
    1 036,-

    Gaming the System takes continental philosophical traditions out of the ivory tower and into the virtual worlds of video games. In this book, author David J. Gunkel explores how philosophical traditions--put forth by noted thinkers such as Plato, Descartes, Kant, Heidegger, and Zizek--can help us explore and conceptualize recent developments in video games, game studies, and virtual worlds. Furthermore, Gunkel interprets computer games as doing philosophy, arguing that the game world is a medium that provides opportunities to model and explore fundamental questions about the nature of reality, personal identity, social organization, and moral conduct. By using games to investigate and innovate in the area of philosophical thinking, Gunkel shows how areas such as game governance and manufacturers' terms of service agreements actually grapple with the social contract and produce new postmodern forms of social organization that challenge existing modernist notions of politics and the nation state. In this critically engaging study, Gunkel considers virtual worlds and video games as more than just "fun and games," presenting them as sites for new and original thinking about some of the deepest questions concerning the human experience.

  • - Deconstructing Video Games, Games Studies, and Virtual Worlds
    av David J. Gunkel
    430,-

    Gaming the System takes continental philosophical traditions out of the ivory tower and into the virtual worlds of video games. In this book, author David J. Gunkel explores how philosophical traditions--put forth by noted thinkers such as Plato, Descartes, Kant, Heidegger, and Zizek--can help us explore and conceptualize recent developments in video games, game studies, and virtual worlds. Furthermore, Gunkel interprets computer games as doing philosophy, arguing that the game world is a medium that provides opportunities to model and explore fundamental questions about the nature of reality, personal identity, social organization, and moral conduct. By using games to investigate and innovate in the area of philosophical thinking, Gunkel shows how areas such as game governance and manufacturers' terms of service agreements actually grapple with the social contract and produce new postmodern forms of social organization that challenge existing modernist notions of politics and the nation state. In this critically engaging study, Gunkel considers virtual worlds and video games as more than just "fun and games," presenting them as sites for new and original thinking about some of the deepest questions concerning the human experience.

  • - Sports, Video Games, and the Culture of Play
     
    340,-

    In this era of big media franchises, sports branding has crossed platforms, so that the sport, its television broadcast, and its replication in an electronic game are packaged and promoted as part of the same fan experience. This book explores the points of convergence at which gaming and sports culture merge.

  • - Sports, Video Games, and the Culture of Play
     
    900,-

    In this era of big media franchises, sports branding has crossed platforms, so that the sport, its television broadcast, and its replication in an electronic game are packaged and promoted as part of the same fan experience. This book explores the points of convergence at which gaming and sports culture merge.

  • - Race, Gender, and Sexuality in Video Games
     
    463,-

  • - Race, Gender, and Sexuality in Video Games
     
    1 086,-

    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 are responding to these critiques, but scholarly discussion of representation in games has lagged far behind. Gaming Representation examines portrayals of race, gender, and sexuality in a range of games, from casuals like Diner Dash, to indies like Journey and The Binding of Isaac, to mainstream games from the Grand Theft Auto, BioShock, Spec Ops, The Last of Us, and Max Payne franchises. Arguing that representation and identity function as systems in games that share a stronger connection to code and platforms than it may first appear, the contributors to this volume push gaming scholarship to new levels of inquiry, theorizing, and imagination.

  •  
    1 046,-

    Shaman, paragon, God-mode: modern video games are heavily coded with religious undertones. This book explores the increasingly complex relationship between gaming and global religious practices.

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