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This anthology addresses videogames long history of fandom, and fans' important role in game history and preservation. In order to better;
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Newman's lucid and engaging introduction guides the reader through the world of videogaming. It traces the history of the videogame, from;
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limited to: the nature of performance and identity in videogames; their status as an interactive form of art; the ethical problems raised by;
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limited to: the nature of performance and identity in videogames; their status as an interactive form of art; the ethical problems raised by;
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earlier artistic and entertainment media, how videogames allow for interactive fiction, the role of game narrative, and the moral status;
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earlier artistic and entertainment media, how videogames allow for interactive fiction, the role of game narrative, and the moral status;
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Comics and Videogames offers the first comprehensive study of the many interfaces shaping the relationship between comics and videogames;
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Videogames are one of the most culturally, socially and economically significant, not to mention pervasive, media forms. The global;
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Videogames are one of the most culturally, socially and economically significant, not to mention pervasive, media forms. The global;
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This innovative book explores links between literature and videogames, and how designing and playing games can transform our understanding;
Vergelijkbare producten zoals Literature, Videogames and Learning
This innovative book explores links between literature and videogames, and how designing and playing games can transform our understanding;
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This book offers the first comprehensive study of the many interfaces shaping the relationship between comics and videogames. It combines;
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Playing with Videogames documents the richly productive, playful and social cultures of videogaming that support, surround and sustain this;
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Playing with Videogames documents the richly productive, playful and social cultures of videogaming that support, surround and sustain this;
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Videogames explores the design and culture of videogames since the mid-2000s, investigating the ground-breaking contemporary design work;
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An exploration of the way videogames mount arguments and make expressive statements about the world that analyzes their unique persuasive;
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artistic and creative practices, Videogames and Art features in-depth essays that offer an unparalleled overview of the field. Together, the;
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Independent Videogames investigates the social and cultural implications of contemporary forms of independent video game development;
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ISBN Bridging Literacies with Videogames. Type boekomslag: Hardcover, Uitgever: Brill, Sense, Minimum bestelhoeveelheid: 1 stuk(s);
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Videogames examines how 1980s Britain has become the culture of work in the 21st century and considers its meaning to contemporary society. This;
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yearly conventions, an educational robotics program, an award winning series of videogames, hundreds of books, magazines, and comics, a team;
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What can videogames tell us about the politics of contemporary technoculture, and how are designers and players responding to its;
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The Rhetoric of Videogames as Embodied Practice offers a critical reassessment of embodiment and materiality in rhetorical considerations;
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The Rhetoric of Videogames as Embodied Practice offers a critical reassessment of embodiment and materiality in rhetorical considerations;
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videogames. In turn, it uncovers how performance and new media can challenge common assumptions about tragic causality and fate. Traditional;
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experiences and unexpected effects that emerge in, on, around, and through videogames. Players puzzle through the problems of perspectival rendering;
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experiences and unexpected effects that emerge in, on, around, and through videogames. Players puzzle through the problems of perspectival rendering;
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