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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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Bogost examines the way videogames mount arguments and influence players. Drawing on the 2,500-year history of rhetoric, the study of persuasive;
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Navigating between society's moral panics about the influence of violent videogames and philosophical texts about self-cultivation in the;
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Navigating between society's moral panics about the influence of violent videogames and philosophical texts about self-cultivation in the;
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Rhetoric in the Flesh is the first book-length ethnographic study of the gross anatomy lab to explain how rhetorical discourses, multimodal;
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Rhetoric in the Flesh is the first book-length ethnographic study of the gross anatomy lab to explain how rhetorical discourses, multimodal;
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its origins in the computer lab, to its contemporary status as a global entertainment industry, where characters such as Lara Croft and Sonic;
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in videogames. The book uses a wide range of games as examples to demonstrate the medium's various forms of expression at work, including audio, visual;
Vergelijkbare producten zoals Multimodal Semiotics and Rhetoric in Videogames
in videogames. The book uses a wide range of games as examples to demonstrate the medium's various forms of expression at work, including audio, visual;
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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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public and private spheres, the decline of oratorical culture and the limits of women's oratorical forms such as elocution and parlor rhetorics;
Vergelijkbare producten zoals Rhetoric, History, and Women's Oratorical Education
public and private spheres, the decline of oratorical culture and the limits of women's oratorical forms such as elocution and parlor rhetorics;
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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 Art of Videogames explores how philosophy of the arts theories developed to address traditional art works can also be applied to;
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The Art of Videogames explores how philosophy of the arts theories developed to address traditional art works can also be applied to;
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This book offers insight into one of the most problematic and universal issues within multiplayer videogames: antisocial and oppositional;
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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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and acolytes alike as it journeys through the most interesting, innovative and entertaining titles of the first forty years of videogames.;
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and acolytes alike as it journeys through the most interesting, innovative and entertaining titles of the first forty years of videogames.;
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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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Christian rhetoric and symbols with the rhetoric and imagery of Confederate tradition. Out of defeat emerged a civil religion that embodied the Lost;
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Videogames are firmly enmeshed in modern culture. Acknowledging the increasing cultural impact of this rapidly changing industry on;
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of literature. It shows how studying literature through the lens of videogames can provide new insights into narrative and creative engagement with the;
Vergelijkbare producten zoals Literature, Videogames and Learning
of literature. It shows how studying literature through the lens of videogames can provide new insights into narrative and creative engagement with the;
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