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Bøger i Routledge Advances in Game Studies serien

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  • af Kristine Jorgensen & Torill Mortensen
    534,95 - 1.330,95 kr.

    Drawing on qualitative player studies and approaches from media aesthetics theory, The Paradox of Transgression in Games looks at transgressive games as an aesthetic experience, tackling how players respond to game content that shocks, disturbs, and distresses, and how contemporary video games can evoke intense emotional reactions.

  • af Adriana de Souza e Silva
    532,95 kr.

    This book explores hybrid play as a site of interdisciplinary activity-one that is capable of generating new forms of mobility, communication, subjects, and artistic expression as well as new ways of interacting with and understanding the world.

  •  
    535,95 kr.

    Independent Videogames investigates the social and cultural implications of contemporary forms of independent video game development. Through a series of case studies and theoretical investigations, it evaluates the significance of such a multi-faceted phenomenon within video game and digital cultures.

  • af Michelle Herte
    533,95 - 1.716,95 kr.

  • af Daniel Stein, Jan-Noël Thon & Andreas Rauscher
    531,95 - 1.716,95 kr.

  • af Bettina (De Montfort University Bodi
    455,95 - 1.443,95 kr.

  • af Anders Frank
    457,95 kr.

    This book offers an overview of how conflicts are represented and enacted in a variety of game genres and systems, highlighting the intrinsic connection between games and conflict through a set of theoretical and empirical studies.

  • - Ergodic Ontogeny
    af Sara M. (University of Maryland Baltimore County Cole
    534,95 - 1.892,95 kr.

  • af Rob Gallagher
    534,95 - 1.895,95 kr.

  • - Cultures, Networks, Techniques and Politics
     
    1.718,95 kr.

    Independent Videogames investigates the social and cultural implications of contemporary forms of independent video game development. Through a series of case studies and theoretical investigations, it evaluates the significance of such a multi-faceted phenomenon within video game and digital cultures.

  • - How Videogames Represent the Past and Offer Access to Historical Practice
    af Adam Chapman
    513,95 - 1.808,95 kr.

  • af UK) Meades & Alan F. (Canterbury Christ Church University
    617,95 - 1.800,95 kr.

  • af Ashley M. L. Brown
    587,95 - 1.889,95 kr.

  • af Alison Harvey
    617,95 - 1.892,95 kr.

  • af Germany) Kowert & Rachel (University of Munster
    599,95 - 1.897,95 kr.

  • - Histories, Fandom, Archives
     
    534,95 kr.

    This volume brings together essays that explore game fandom from diverse perspectives to offer a broad and holistic understanding of the complex processes at work in the phenomenon of game fandom and its practices.

  • - Multiplayer 2
     
    527,95 kr.

    This volume offers the latest research findings on online gaming, social forms of gaming, identification, gender issues and games for change, primarily applying a social-scientific approach.

  • - Crossing Boundaries in Game Design, Players Identities and Play Spaces
     
    1.556,95 kr.

  • - Critical Analyses of Zombies and Gameplay
     
    1.556,95 kr.

  • - Controversial Issues in Playful Environments
     
    624,95 kr.

    This volume is an investigation of "dark play" in video games, or game play with controversial themes as well as controversial play behaviour. It covers such questions as: Why do some games stir up political controversies? How do games invite, or even push players towards dark play through their design? Where are the boundaries for what can be presented in a games? Are these boundaries different from other media such as film and books, and if so why? What is the allure of dark play and why do players engage in these practices?

  • - Production, Distribution, and Consumption
     
    627,95 kr.

    This book analyzes the effect of policy on the digital game complex: government, industry, corporations, distributors, players, and the like.

  • - Digital Hunter-Gatherers
     
    1.556,95 kr.

  • - Multiplayer 2
     
    1.670,95 kr.

    This volume offers the latest research findings on online gaming, social forms of gaming, identification, gender issues and games for change, primarily applying a social-scientific approach.

  • - Histories, Fandom, Archives
     
    1.726,95 kr.

    This volume brings together essays that explore game fandom from diverse perspectives to offer a broad and holistic understanding of the complex processes at work in the phenomenon of game fandom and its practices.

  • - Controversial Issues in Playful Environments
     
    1.900,95 kr.

    This volume is an investigation of "dark play" in video games, or game play with controversial themes as well as controversial play behaviour. It covers such questions as: Why do some games stir up political controversies? How do games invite, or even push players towards dark play through their design? Where are the boundaries for what can be presented in a games? Are these boundaries different from other media such as film and books, and if so why? What is the allure of dark play and why do players engage in these practices?