Skip to main content

Panier

Vous profitez des avantages réservés aux VIP !

Article(s) non disponible(s) à la vente
Veuillez vérifier votre panier. Vous pouvez supprimer le ou les articles qui ne sont pas disponibles maintenant ou nous les supprimerons automatiquement au moment du règlement de la commande.
articlesarticle
articlesarticle

Recommandé pour vous

Loading...


Emerald Points Série de Livres électroniques

1-12 sur 12 résultats
Skip side bar filters
  • From Microverse to Metaverse

    Modelling the Future through Today’s Virtual Worlds

    Collections series Emerald Points
    While the metaverse is often marketed as a future utopia, the vision of the metaverse represents an attempt for private corporations to control the code of the real. In the hands of companies that established and maintain the surveillance capitalism model, the ability to build a persistent, all-compassing environment means all activity in that world can be metricized and commodified, making the ... En savoir plus

    $69.99 CAD

Les lecteurs de ce roman ont aussi aimé

  • Artificial Intelligence

    What Everyone Needs to Know®

    par Jerry Kaplan ...
    Collections series What Everyone Needs To Know®
    Over the coming decades, Artificial Intelligence will profoundly impact the way we live, work, wage war, play, seek a mate, educate our young, and care for our elderly. It is likely to greatly increase our aggregate wealth, but it will also upend our labor markets, reshuffle our social order, and strain our private and public institutions. Eventually it may alter how we see our place in the ... En savoir plus

    $9.59 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

  • 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

  • The Routledge Handbook of Role-Playing Game Studies

    Collections series Routledge Media and Cultural Studies Handbooks
    This Handbook provides a comprehensive guide to the latest research on role-playing games (RPGs) across disciplines, cultures, and media in one single, accessible volume.Collaboratively authored by more than 40 key scholars, it traces the history of RPGs, from wargaming precursors to tabletop RPGs like Dungeons & Dragons to the rise of live-action role-play and contemporary computer RPG and ... En savoir plus

    $100.99 CAD

  • An Introduction to Game Studies

    par Frans Mayra ...
    An Introduction to Game Studies is the first introductory textbook for students of game studies. It provides a conceptual overview of the cultural, social and economic significance of computer and video games and traces the history of game culture and the emergence of game studies as a field of research.Key concepts and theories are illustrated with discussion of games taken from different ... En savoir plus

    $108.79 CAD

  • Hello Avatar

    Rise of the Networked Generation

    par B. Coleman ...
    An examination of our many modes of online identity and how we live on the continuum between the virtual and the real.Hello Avatar! Or, {llSay(0, "Hello, Avatar!"); is a tiny piece of user-friendly code that allows us to program our virtual selves. In Hello Avatar, B. Coleman examines a crucial aspect of our cultural shift from analog to digital: the continuum between online and off-, what she ... En savoir plus

    $47.99 CAD

  • Robot Journalism: Can Human Journalism Survive?

    Artificial Intelligence (AI) is changing all aspects of communications and journalism as automatic processes are being introduced into all facets of classical journalism: investigation, content production, and distribution. Traditional human roles in these fields are being replaced by automatic processes and robots.The first section of this book focuses on a discussion of AI, the new emerging ... En savoir plus

    Gratuit

  • Games and Gaming

    An Introduction to New Media

    par Larissa Hjorth ...
    Collections series Berg New Media Series
    The computer games industry has rapidly matured. Once a preoccupation only of young technophiles, games are now one of the dominant forms of global popular culture. From consoles such as Nintendo Wii and Microsoft's Xbox, to platforms such as iPhones and online gaming worlds, the realm of games and their scope have become all-pervasive.The study of games is no longer a niche interest but rather an ... En savoir plus

    $49.99 CAD

  • LEGO Studies

    Examining the Building Blocks of a Transmedial Phenomenon

    Modifié par Mark Wolf ...
    Since the "Automatic Binding Bricks" that LEGO produced in 1949, and the LEGO "System of Play" that began with the release of Town Plan No. 1 (1955), LEGO bricks have gone on to become a global phenomenon, and the favorite building toy of children, as well as many an AFOL (Adult Fan of LEGO). LEGO has also become a medium into which a wide number of media franchises, including Star Wars, Harry ... En savoir plus

    $86.56 CAD

  • Playing with Videogames

    par James Newman ...
    Playing with Videogames documents the richly productive, playful and social cultures of videogaming that support, surround and sustain this most important of digital media forms and yet which remain largely invisible within existing studies.James Newman details the rich array of activities that surround game-playing, charting the vibrant and productive practices of the vast number of videogame ... En savoir plus

    $81.99 CAD