Videogame, player, text examines the playing and playful subject through a series of analytical essays focused on particular videogames.
Les informations fournies dans la section « Synopsis » peuvent faire référence à une autre édition de ce titre.
Barry Atkins is Lecturer in English and Senior Learning and Teaching Fellow at Manchester Metropolitan University
Tanya Krzywinska is Professor of Screen Studies at Brunel University
Les informations fournies dans la section « A propos du livre » peuvent faire référence à une autre édition de ce titre.
Vendeur : Midtown Scholar Bookstore, Harrisburg, PA, Etats-Unis
Hardcover. Etat : Very Good. Very Good - Crisp, clean, unread book with some shelfwear/edgewear, may have a remainder mark - NICE Standard-sized. N° de réf. du vendeur M0719074002Z2
Quantité disponible : 1 disponible(s)
Vendeur : Midtown Scholar Bookstore, Harrisburg, PA, Etats-Unis
Hardcover. Etat : Good. Good - Bumped and creased book with tears to the extremities, but not affecting the text block, may have remainder mark or previous owner's name - GOOD Standard-sized. N° de réf. du vendeur M0719074002Z3
Quantité disponible : Plus de 20 disponibles
Vendeur : GreatBookPrices, Columbia, MD, Etats-Unis
Etat : As New. Unread book in perfect condition. N° de réf. du vendeur 5243721
Quantité disponible : 6 disponible(s)
Vendeur : GreatBookPrices, Columbia, MD, Etats-Unis
Etat : New. N° de réf. du vendeur 5243721-n
Quantité disponible : 6 disponible(s)
Vendeur : Grand Eagle Retail, Bensenville, IL, Etats-Unis
Hardcover. Etat : new. Hardcover. Videogame, player, text examines the playing and playful subject through a series of analytical essays focused on particular videogames and playing experiences. With essays from a range of internationally renowned game scholars, the major aim of this collection is to show how it is that videogames communicate their meanings and provide their pleasures. Each essay focuses on specific examples of gameplay dynamics to tease out the specificities of videogames as a new form of interaction between text and digital technology for the purposes of entertainment. That modes of engagement with the videogame text are many and varied, and construct the playing subject in different ways, provides the central theme of Videogame,player, text. Online play, clan membership, competitive or co-operative play, player modification of game texts, and the solo play of a single player are each addressed through individual analyses of the gameplay experiences produced by, for example, The Sims, Grand Theft Auto, Prince of Persia, Doom, Quake, World of Warcraft, StreetFighter and Civilisation. -- . Videogame, player, text examines the playing and playful subject through a series of analytical essays focused on particular videogames. Shipping may be from multiple locations in the US or from the UK, depending on stock availability. N° de réf. du vendeur 9780719074004
Quantité disponible : 1 disponible(s)
Vendeur : GreatBookPricesUK, Woodford Green, Royaume-Uni
Etat : New. N° de réf. du vendeur 5243721-n
Quantité disponible : 6 disponible(s)
Vendeur : THE SAINT BOOKSTORE, Southport, Royaume-Uni
Hardback. Etat : New. New copy - Usually dispatched within 4 working days. 470. N° de réf. du vendeur B9780719074004
Quantité disponible : 6 disponible(s)
Vendeur : Ria Christie Collections, Uxbridge, Royaume-Uni
Etat : New. In. N° de réf. du vendeur ria9780719074004_new
Quantité disponible : 5 disponible(s)
Vendeur : GreatBookPricesUK, Woodford Green, Royaume-Uni
Etat : As New. Unread book in perfect condition. N° de réf. du vendeur 5243721
Quantité disponible : 6 disponible(s)
Vendeur : Rarewaves.com USA, London, LONDO, Royaume-Uni
Hardback. Etat : New. Videogame, player, text examines the playing and playful subject through a series of analytical essays focused on particular videogames and playing experiences. With essays from a range of internationally renowned game scholars, the major aim of this collection is to show how it is that videogames communicate their meanings and provide their pleasures. Each essay focuses on specific examples of gameplay dynamics to tease out the specificities of videogames as a new form of interaction between text and digital technology for the purposes of entertainment. That modes of engagement with the videogame text are many and varied, and construct the playing subject in different ways, provides the central theme of Videogame,player, text. Online play, clan membership, competitive or co-operative play, player modification of game texts, and the solo play of a single player are each addressed through individual analyses of the gameplay experiences produced by, for example, The Sims, Grand Theft Auto, Prince of Persia, Doom, Quake, World of Warcraft, StreetFighter and Civilisation. N° de réf. du vendeur LU-9780719074004
Quantité disponible : 3 disponible(s)