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Ajouter au panierEtat : good. Befriedigend/Good: Durchschnittlich erhaltenes Buch bzw. Schutzumschlag mit Gebrauchsspuren, aber vollständigen Seiten. / Describes the average WORN book or dust jacket that has all the pages present.
Langue: anglais
Edité par transcript publishing June 2020, 2020
ISBN 10 : 3837650502 ISBN 13 : 9783837650501
Vendeur : Eagle Eye Books, Decatur, GA, Etats-Unis
EUR 35,60
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Ajouter au panierPaper Back. Etat : Used.
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Vendeur : Books From California, Simi Valley, CA, Etats-Unis
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Ajouter au panierpaperback. Etat : Very Good.
Vendeur : GreatBookPrices, Columbia, MD, Etats-Unis
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Vendeur : medimops, Berlin, Allemagne
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Ajouter au panierEtat : good. Befriedigend/Good: Durchschnittlich erhaltenes Buch bzw. Schutzumschlag mit Gebrauchsspuren, aber vollständigen Seiten. / Describes the average WORN book or dust jacket that has all the pages present.
EUR 25,49
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Vendeur : GreatBookPrices, Columbia, MD, Etats-Unis
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Ajouter au panierEtat : As New. Unread book in perfect condition.
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Ajouter au panierEtat : As New. Unread book in perfect condition.
Vendeur : GreatBookPrices, Columbia, MD, Etats-Unis
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Vendeur : Grand Eagle Retail, Bensenville, IL, Etats-Unis
EUR 51,20
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Ajouter au panierPaperback. Etat : new. Paperback. Gaming no longer only takes place as a closed interactive experience in front of TV screens, but also as broadcast on streaming platforms or as cultural events in exhibition centers and e-sport arenas. The popularization of new technologies, forms of expression, and online services has had a considerable influence on the academic and journalistic discourse about games. This anthology examines which paratexts gaming cultures have produced i.e., in which forms and formats and through which channels we talk (and write) about games as well as the way in which paratexts influence the development of games. How is knowledge about games generated and shaped today and how do boundaries between (popular) criticism, journalism, and scholarship have started to blur? In short: How does the paratext change the text? The anthology seeks to examine video game paratexts: Which paratexts have gaming cultures produced? And how do paratexts influence the development of games? Shipping may be from multiple locations in the US or from the UK, depending on stock availability.
EUR 18,25
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Ajouter au panierPerfect Paperback. Etat : Brand New. 212 pages. German language. 6.60x4.70x0.90 inches. In Stock.
Vendeur : PBShop.store US, Wood Dale, IL, Etats-Unis
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Ajouter au panierPAP. Etat : New. New Book. Shipped from UK. Established seller since 2000.
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Ajouter au panierPAP. Etat : New. New Book. Shipped from UK. Established seller since 2000.
Vendeur : GreatBookPrices, Columbia, MD, Etats-Unis
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Vendeur : Grand Eagle Retail, Bensenville, IL, Etats-Unis
EUR 55,19
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Ajouter au panierPaperback. Etat : new. Paperback. Game culture and material culture have always been closely linked. Analog forms of rule-based play (ludus) would hardly be conceivable without dice, cards, and game boards. In the act of free play (paidia), children as well as adults transform simple objects into multifaceted toys in an almost magical way. Even digital play is suffused with material culture: Games are not only mediated by technical interfaces, which we access via hardware and tangible peripherals. They are also subject to material hybridization, paratextual framing, and processes of de-, and re-materialization. An exploration of the intricate links between game culture and material culture, examining the objects of gaming and the playful phenomena that they create. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.
Vendeur : Rarewaves.com USA, London, LONDO, Royaume-Uni
EUR 55,24
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Ajouter au panierPaperback. Etat : New. Game culture and material culture have always been closely linked. Analog forms of rule-based play (ludus) would hardly be conceivable without dice, cards, and game boards. In the act of free play (paidia), children as well as adults transform simple objects into multifaceted toys in an almost magical way. Even digital play is suffused with material culture: Games are not only mediated by technical interfaces, which we access via hardware and tangible peripherals. They are also subject to material hybridization, paratextual framing, and processes of de-, and re-materialization.
Vendeur : Kennys Bookshop and Art Galleries Ltd., Galway, GY, Irlande
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Ajouter au panierPAP. Etat : New. New Book. Shipped from UK. Established seller since 2000.
Vendeur : PBShop.store US, Wood Dale, IL, Etats-Unis
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Ajouter au panierPAP. Etat : New. New Book. Shipped from UK. Established seller since 2000.
Vendeur : PBShop.store UK, Fairford, GLOS, Royaume-Uni
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Ajouter au panierPAP. Etat : New. New Book. Shipped from UK. Established seller since 2000.
Vendeur : GreatBookPrices, Columbia, MD, Etats-Unis
EUR 53,86
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Ajouter au panierEtat : New.
Vendeur : Rarewaves.com USA, London, LONDO, Royaume-Uni
EUR 56,21
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Ajouter au panierPaperback. Etat : New. Media narratives inform our ideas of the future - and Games are currently making a significant contribution to this medial reservoir. On the one hand, Games demonstrate a particular propensity for fantastic and futuristic scenarios. On the other hand, they often serve as an experimental field for the latest media technologies. However, while dystopias are part of the standard gaming repertoire, Games feature utopias much less frequently. Why?This anthology examines playful utopias from two perspectives. It investigates utopias in digital Games as well as utopias of the digital game; that is, the role of ludic elements in scenarios of the future.