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Beschreibung
No longer a marginal media form, the study of digital game industries and 'gameification' is more popular than ever. Hjorth and Richardson bring you Understanding Games and Gaming Culture; the must-read guide to global games studies. Giving students the tools to conceptually navigate contemporary game studies, this book examines game development, audience and profit in the context of contemporary global debates and media.
No longer a marginal media form, the study of digital game industries and 'gameification' is more popular than ever. Hjorth and Richardson bring you Understanding Games and Gaming Culture; the must-read guide to global games studies. Giving students the tools to conceptually navigate contemporary game studies, this book examines game development, audience and profit in the context of contemporary global debates and media.
Über den Autor
INGRID RICHARDSON is an Associate Professor in Games Art & Design at Murdoch University
Inhaltsverzeichnis
Chapter 1: Introduction: Understanding Games and Game Cultures
Part I: Games in Context
Chapter 2: Methods in Games Studies
Chapter 3: Game Industries and Interfaces
Part II: Communities of Practice
Chapter 4: Game Communities and Productive Fandom
Chapter 5: Esports and Fantasy Sports
Chapter 6: Livestreaming and Let's Play
Part III: Artful Interventions
Chapter 7: Between Art Games and Game Art
Chapter 8: Serious Games and Games for Change
Chapter 9: Pervasive Games and Urban Play
Part IV: Mobilities
Chapter 10: The Rise and Rise of Mobile Games
Chapter 11: Augmented Reality Games and Playful Locative Media
Chapter 12: Conclusion: Themes and Futures
Part I: Games in Context
Chapter 2: Methods in Games Studies
Chapter 3: Game Industries and Interfaces
Part II: Communities of Practice
Chapter 4: Game Communities and Productive Fandom
Chapter 5: Esports and Fantasy Sports
Chapter 6: Livestreaming and Let's Play
Part III: Artful Interventions
Chapter 7: Between Art Games and Game Art
Chapter 8: Serious Games and Games for Change
Chapter 9: Pervasive Games and Urban Play
Part IV: Mobilities
Chapter 10: The Rise and Rise of Mobile Games
Chapter 11: Augmented Reality Games and Playful Locative Media
Chapter 12: Conclusion: Themes and Futures
Details
Erscheinungsjahr: | 2021 |
---|---|
Fachbereich: | Allgemeines |
Genre: | Importe, Medienwissenschaften |
Rubrik: | Wissenschaften |
Thema: | Lexika |
Medium: | Taschenbuch |
Inhalt: | Kartoniert / Broschiert |
ISBN-13: | 9781526498007 |
ISBN-10: | 1526498006 |
Sprache: | Englisch |
Ausstattung / Beilage: | Paperback |
Einband: | Kartoniert / Broschiert |
Autor: |
Richardson, Ingrid
Hjorth, Larissa Davies, Hugh |
Redaktion: | Richardson, Ingrid |
Hersteller: | SAGE Publishing Ltd |
Verantwortliche Person für die EU: | Books on Demand GmbH, In de Tarpen 42, D-22848 Norderstedt, info@bod.de |
Maße: | 244 x 170 x 14 mm |
Von/Mit: | Ingrid Richardson (u. a.) |
Erscheinungsdatum: | 24.03.2021 |
Gewicht: | 0,438 kg |
Über den Autor
INGRID RICHARDSON is an Associate Professor in Games Art & Design at Murdoch University
Inhaltsverzeichnis
Chapter 1: Introduction: Understanding Games and Game Cultures
Part I: Games in Context
Chapter 2: Methods in Games Studies
Chapter 3: Game Industries and Interfaces
Part II: Communities of Practice
Chapter 4: Game Communities and Productive Fandom
Chapter 5: Esports and Fantasy Sports
Chapter 6: Livestreaming and Let's Play
Part III: Artful Interventions
Chapter 7: Between Art Games and Game Art
Chapter 8: Serious Games and Games for Change
Chapter 9: Pervasive Games and Urban Play
Part IV: Mobilities
Chapter 10: The Rise and Rise of Mobile Games
Chapter 11: Augmented Reality Games and Playful Locative Media
Chapter 12: Conclusion: Themes and Futures
Part I: Games in Context
Chapter 2: Methods in Games Studies
Chapter 3: Game Industries and Interfaces
Part II: Communities of Practice
Chapter 4: Game Communities and Productive Fandom
Chapter 5: Esports and Fantasy Sports
Chapter 6: Livestreaming and Let's Play
Part III: Artful Interventions
Chapter 7: Between Art Games and Game Art
Chapter 8: Serious Games and Games for Change
Chapter 9: Pervasive Games and Urban Play
Part IV: Mobilities
Chapter 10: The Rise and Rise of Mobile Games
Chapter 11: Augmented Reality Games and Playful Locative Media
Chapter 12: Conclusion: Themes and Futures
Details
Erscheinungsjahr: | 2021 |
---|---|
Fachbereich: | Allgemeines |
Genre: | Importe, Medienwissenschaften |
Rubrik: | Wissenschaften |
Thema: | Lexika |
Medium: | Taschenbuch |
Inhalt: | Kartoniert / Broschiert |
ISBN-13: | 9781526498007 |
ISBN-10: | 1526498006 |
Sprache: | Englisch |
Ausstattung / Beilage: | Paperback |
Einband: | Kartoniert / Broschiert |
Autor: |
Richardson, Ingrid
Hjorth, Larissa Davies, Hugh |
Redaktion: | Richardson, Ingrid |
Hersteller: | SAGE Publishing Ltd |
Verantwortliche Person für die EU: | Books on Demand GmbH, In de Tarpen 42, D-22848 Norderstedt, info@bod.de |
Maße: | 244 x 170 x 14 mm |
Von/Mit: | Ingrid Richardson (u. a.) |
Erscheinungsdatum: | 24.03.2021 |
Gewicht: | 0,438 kg |
Sicherheitshinweis