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« diane carr »

1-12 sur 12 résultats pour « diane carr »
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  • Computer Games

    Text, Narrative and Play

    Computer games are one of the most exciting and rapidly evolving media of our time. Revenues from console and computer games have now overtaken those from Hollywood movies; and online gaming is one of the fastest-growing areas of the internet. Games are no longer just kids' stuff: the majority of players are now adults, and the market is constantly broadening. The visual style of games has become ... En savoir plus

    $32.99 CAD

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  • Rules of Play

    Game Design Fundamentals

    Gain a deeper understanding of games and game design through 18 pioneering frameworks—with examples from board games, computer games, video games, and more.As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field ... En savoir plus

    $83.99 CAD

  • Life on the Screen

    par Sherry Turkle ...
    Life on the Screen is a book not about computers, but about people and how computers are causing us to reevaluate our identities in the age of the Internet. We are using life on the screen to engage in new ways of thinking about evolution, relationships, politics, sex, and the self. Life on the Screen traces a set of boundary negotiations, telling the story of the changing impact of the computer ... En savoir plus

    $18.99 CAD

  • The Art of Failure

    An Essay on the Pain of Playing Video Games

    par Jesper Juul ...
    Collections series Playful Thinking
    A gaming academic offers a “fascinating” exploration of why we play video games—despite the unhappiness we feel when we fail at them (Boston Globe)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 expressions are rarely those of happiness or bliss. Instead, we frown, grimace, and ... En savoir plus

    $27.19 CAD

  • The Game Design Reader

    A Rules of Play Anthology

    Classic and cutting-edge writings on games, spanning nearly 50 years of game analysis and criticism, by game designers, game journalists, game fans, folklorists, sociologists, and media theorists.The Game Design Reader is a one-of-a-kind collection on game design and criticism, from classic scholarly essays to cutting-edge case studies. A companion work to Katie Salen and Eric Zimmerman's textbook ... En savoir plus

    $103.99 CAD

  • What Video Games Have to Teach Us About Learning and Literacy. Second Edition

    par James Paul Gee ...
    James Paul Gee begins his classic book with "I want to talk about video games--yes, even violent video games--and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. In this revised edition of What Video Games Have to Teach Us About Learning and Literacy, ... En savoir plus

    $21.99 CAD

  • Fun Inc.

    Why games are the 21st Century's most serious business

    par Tom Chatfield ...
    'Tom Chatfield's Fun Inc. is the most elegant and comprehensive defence of the status of computer games in our culture I have read, as well as a helpful compendium of research ... The numbers surrounding the sector are certainly thudding. By the end of 2008, annual sales of video games - not including consoles or devices - was $40 billion, comfortably outstripping the movie business. In the same ... En savoir plus

    $15.99 CAD

  • Writing a Novel: The Essential Guide

    par Samantha Pearce ...
    Collections series Need2Know Books
    Regardless of how much preparation you have or haven’t completed, if you are looking for a resource to support you on your novel-writing journey, then this is the guide for you. This inspirational and practical guide will walk you through each of the steps that you need to take to turn your creative story ideas into a well-rounded, publishable book. It will help you address those important ... En savoir plus

    $7.36 CAD

  • Communities of Play

    Emergent Cultures in Multiplayer Games and Virtual Worlds

    par Celia Pearce ...
    The odyssey of a group of “refugees” from a closed-down online game and an exploration of emergent fan cultures in virtual worlds.Play communities existed long before massively multiplayer online games; they have ranged from bridge clubs to sports leagues, from tabletop role-playing games to Civil War reenactments. With the emergence of digital networks, however, new varieties of adult play ... En savoir plus

    $31.99 CAD

  • The Fantasy Role-Playing Game

    A New Performing Art

    par Daniel Mackay ...
    Many of today's hottest selling games--both non-electronic and electronic--focus on such elements as shooting up as many bad guys as one can (Duke Nuk'em), beating the toughest level (Mortal Kombat), collecting all the cards (Pokemon), and scoring the most points (Tetris). Fantasy role-playing games (Dungeons & Dragons, Rolemaster, GURPS), while they may involve some of those aforementioned ... En savoir plus

    $15.99 CAD

  • Online Gaming in Context

    The social and cultural significance of online games

    Collections series Routledge Advances in Sociology
    There is little question of the social, cultural and economic importance of video games in the world today, with gaming now rivalling the movie and music sectors as a major leisure industry and pastime. The significance of video games within our everyday lives has certainly been increased and shaped by new technologies and gaming patterns, including the rise of home-based games consoles, advances ... En savoir plus

    $111.30 CAD

  • Videogames

    par James Newman ...
    In the few decades since they first blipped their way onto television screens, videogames have become one of the most culturally, socially and economically significant media forms. Newman’s volume considers how we might approach videogames as media texts to be read, experiences to be played and played with, systems and simulations to be decoded and interrogated, and performances to be captured, ... En savoir plus

    $86.99 CAD