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16 produkter
16 produkter
2 412 kr
Skickas inom 10-15 vardagar
With contributions from a distinguished group of world-builders, including academics, writers, and designers, this anthology of essays describes the process and discusses the nature of subcreation and the construction of worlds.From Oz to MUD, Walden to Rockall, all the worlds featured in this volume share one thing in common: they began in someone’s imagination, grew from there, and became worlds built with the assistance of multiple authors and a variety of different ideas and media, including designs, imagery, sound, music, stories, and more. The book examines this development, with examples and discussions pertaining to the process and the final product of the building of imaginary worlds, including some transmedial worlds.World-Builders on World-Building is a fascinating deep dive into the practical problems of world-building as well as its theoretical aspects. It is ideal for students, scholars, and even practitioners interested in media studies, game studies, subcreation studies, franchise studies, transmedia studies, and pop culture.
713 kr
Skickas inom 10-15 vardagar
With contributions from a distinguished group of world-builders, including academics, writers, and designers, this anthology of essays describes the process and discusses the nature of subcreation and the construction of worlds.From Oz to MUD, Walden to Rockall, all the worlds featured in this volume share one thing in common: they began in someone’s imagination, grew from there, and became worlds built with the assistance of multiple authors and a variety of different ideas and media, including designs, imagery, sound, music, stories, and more. The book examines this development, with examples and discussions pertaining to the process and the final product of the building of imaginary worlds, including some transmedial worlds.World-Builders on World-Building is a fascinating deep dive into the practical problems of world-building as well as its theoretical aspects. It is ideal for students, scholars, and even practitioners interested in media studies, game studies, subcreation studies, franchise studies, transmedia studies, and pop culture.
3 033 kr
Skickas inom 10-15 vardagar
Mark J.P. Wolf’s study of imaginary worlds theorizes world-building within and across media, including literature, comics, film, radio, television, board games, video games, the Internet, and more. Building Imaginary Worlds departs from prior approaches to imaginary worlds that focused mainly on narrative, medium, or genre, and instead considers imaginary worlds as dynamic entities in and of themselves. Wolf argues that imaginary worlds—which are often transnarrative, transmedial, and transauthorial in nature—are compelling objects of inquiry for Media Studies. Chapters touch on: a theoretical analysis of how world-building extends beyond storytelling, the engagement of the audience, and the way worlds are conceptualized and experienced a history of imaginary worlds that follows their development over three millennia from the fictional islands of Homer’s Odyssey to the present internarrative theory examining how narratives set in the same world can interact and relate to one another an examination of transmedial growth and adaptation, and what happens when worlds make the jump between media an analysis of the transauthorial nature of imaginary worlds, the resulting concentric circles of authorship, and related topics of canonicity, participatory worlds, and subcreation’s relationship with divine Creation Building Imaginary Worlds also provides the scholar of imaginary worlds with a glossary of terms and a detailed timeline that spans three millennia and more than 1,400 imaginary worlds, listing their names, creators, and the works in which they first appeared.
869 kr
Skickas inom 10-15 vardagar
Mark J.P. Wolf’s study of imaginary worlds theorizes world-building within and across media, including literature, comics, film, radio, television, board games, video games, the Internet, and more. Building Imaginary Worlds departs from prior approaches to imaginary worlds that focused mainly on narrative, medium, or genre, and instead considers imaginary worlds as dynamic entities in and of themselves. Wolf argues that imaginary worlds—which are often transnarrative, transmedial, and transauthorial in nature—are compelling objects of inquiry for Media Studies. Chapters touch on: a theoretical analysis of how world-building extends beyond storytelling, the engagement of the audience, and the way worlds are conceptualized and experienced a history of imaginary worlds that follows their development over three millennia from the fictional islands of Homer’s Odyssey to the present internarrative theory examining how narratives set in the same world can interact and relate to one another an examination of transmedial growth and adaptation, and what happens when worlds make the jump between media an analysis of the transauthorial nature of imaginary worlds, the resulting concentric circles of authorship, and related topics of canonicity, participatory worlds, and subcreation’s relationship with divine Creation Building Imaginary Worlds also provides the scholar of imaginary worlds with a glossary of terms and a detailed timeline that spans three millennia and more than 1,400 imaginary worlds, listing their names, creators, and the works in which they first appeared.
2 233 kr
Skickas inom 10-15 vardagar
The Video Game Theory Reader 2 picks up where the first Video Game Theory Reader (Routledge, 2003) left off, with a group of leading scholars turning their attention to next-generation platforms-the Nintendo Wii, the PlayStation 3, the Xbox 360-and to new issues in the rapidly expanding field of video games studies. The contributors are some of the most renowned scholars working on video games today including Henry Jenkins, Jesper Juul, Eric Zimmerman, and Mia Consalvo. While the first volume had a strong focus on early video games, this volume also addresses more contemporary issues such as convergence and MMORPGs. The volume concludes with an appendix of nearly 40 ideas and concepts from a variety of theories and disciplines that have been usefully and insightfully applied to the study of video games.
701 kr
Skickas inom 10-15 vardagar
The Video Game Theory Reader 2 picks up where the first Video Game Theory Reader (Routledge, 2003) left off, with a group of leading scholars turning their attention to next-generation platforms-the Nintendo Wii, the PlayStation 3, the Xbox 360-and to new issues in the rapidly expanding field of video games studies. The contributors are some of the most renowned scholars working on video games today including Henry Jenkins, Jesper Juul, Eric Zimmerman, and Mia Consalvo. While the first volume had a strong focus on early video games, this volume also addresses more contemporary issues such as convergence and MMORPGs. The volume concludes with an appendix of nearly 40 ideas and concepts from a variety of theories and disciplines that have been usefully and insightfully applied to the study of video games.
2 098 kr
Skickas inom 10-15 vardagar
In the early days of Pong and Pac Man, video games appeared to be little more than an idle pastime. Today, video games make up a multi-billion dollar industry that rivals television and film. The Video Game TheoryReader brings together exciting new work on the many ways video games are reshaping the face of entertainment and our relationship with technology. Drawing upon examples from widely popular games ranging from Space Invaders to Final Fantasy IX and Combat Flight Simulator 2, the contributors discuss the relationship between video games and other media; the shift from third- to first-person games; gamers and the gaming community; and the important sociological, cultural, industrial, and economic issues that surround gaming. The Video Game TheoryReader is the essential introduction to a fascinating and rapidly expanding new field of media studies.
756 kr
Skickas inom 10-15 vardagar
In the early days of Pong and Pac Man, video games appeared to be little more than an idle pastime. Today, video games make up a multi-billion dollar industry that rivals television and film. The Video Game TheoryReader brings together exciting new work on the many ways video games are reshaping the face of entertainment and our relationship with technology. Drawing upon examples from widely popular games ranging from Space Invaders to Final Fantasy IX and Combat Flight Simulator 2, the contributors discuss the relationship between video games and other media; the shift from third- to first-person games; gamers and the gaming community; and the important sociological, cultural, industrial, and economic issues that surround gaming. The Video Game TheoryReader is the essential introduction to a fascinating and rapidly expanding new field of media studies.
388 kr
Skickas inom 10-15 vardagar
This volume examines fifty of the most important video games that have contributed significantly to the history, development, or culture of the medium, providing an overview of video games from their beginning to the present day.This volume covers a variety of historical periods and platforms, genres, commercial impact, artistic choices, contexts of play, typical and atypical representations, uses of games for specific purposes, uses of materials or techniques, specific subcultures, repurposing, transgressive aesthetics, interfaces, moral or ethical impact, and more. Key video games featured include Animal Crossing, Call of Duty, Grand Theft Auto, The Legend of Zelda, Minecraft, PONG, Super Mario Bros., Tetris, and World of Warcraft. Each game is closely analyzed in order to properly contextualize it, to emphasize its prominent features, to show how it creates a unique experience of gameplay, and to outline the ways it might speak about society and culture. The book also acts as a highly accessible showcase to a range of disciplinary perspectives that are found and practiced in the field of game studies.With each entry supplemented by references and suggestions for further reading, Fifty Key Video Games is an indispensable reference for anyone interested in video games.
2 098 kr
Skickas inom 10-15 vardagar
This volume examines fifty of the most important video games that have contributed significantly to the history, development, or culture of the medium, providing an overview of video games from their beginning to the present day.This volume covers a variety of historical periods and platforms, genres, commercial impact, artistic choices, contexts of play, typical and atypical representations, uses of games for specific purposes, uses of materials or techniques, specific subcultures, repurposing, transgressive aesthetics, interfaces, moral or ethical impact, and more. Key video games featured include Animal Crossing, Call of Duty, Grand Theft Auto, The Legend of Zelda, Minecraft, PONG, Super Mario Bros., Tetris, and World of Warcraft. Each game is closely analyzed in order to properly contextualize it, to emphasize its prominent features, to show how it creates a unique experience of gameplay, and to outline the ways it might speak about society and culture. The book also acts as a highly accessible showcase to a range of disciplinary perspectives that are found and practiced in the field of game studies.With each entry supplemented by references and suggestions for further reading, Fifty Key Video Games is an indispensable reference for anyone interested in video games.
3 177 kr
Skickas inom 10-15 vardagar
A definitive guide to contemporary video game studies, this second edition has been fully revised and updated to address the ongoing theoretical and methodological development of game studies.Expertly compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, the Companion includes comprehensive and interdisciplinary models and approaches for analyzing video games, new perspectives on video games both as an art form and cultural phenomenon, explorations of the technical and creative dimensions of video games, and accounts of the political, social, and cultural dynamics of video games. Brand new to this second edition are chapters examining topics such as preservation; augmented, mixed, and virtual reality; eSports; disability; diversity; and identity, as well as a new section that specifically examines the industrial aspects of video games including digital distribution, game labor, triple-A games, indie games, and globalization. Each essay provides a lively and succinct summary of its target area, quickly bringing the reader up-to-date on the pertinent issues surrounding each aspect of the field, including references for further reading.A comprehensive overview of the present state of video game studies that will undoubtedly prove invaluable to students, scholars, and game designers alike.
701 kr
Skickas inom 10-15 vardagar
A definitive guide to contemporary video game studies, this second edition has been fully revised and updated to address the ongoing theoretical and methodological development of game studies.Expertly compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, the Companion includes comprehensive and interdisciplinary models and approaches for analyzing video games, new perspectives on video games both as an art form and cultural phenomenon, explorations of the technical and creative dimensions of video games, and accounts of the political, social, and cultural dynamics of video games. Brand new to this second edition are chapters examining topics such as preservation; augmented, mixed, and virtual reality; eSports; disability; diversity; and identity, as well as a new section that specifically examines the industrial aspects of video games including digital distribution, game labor, triple-A games, indie games, and globalization. Each essay provides a lively and succinct summary of its target area, quickly bringing the reader up-to-date on the pertinent issues surrounding each aspect of the field, including references for further reading.A comprehensive overview of the present state of video game studies that will undoubtedly prove invaluable to students, scholars, and game designers alike.
2 412 kr
Skickas inom 10-15 vardagar
This edited anthology offers a collection of essays that each look at various types of wayfinding. Together they explore a variety of wayfinding tools and techniques and their applications, as well as ways of keeping track of the construction of worlds too.With transmedial worlds extending over multiple media, multiple authors, and sometimes even multiple decades of creation, a wealth of different issues can arise; worlds need to direct audience members into how to organize them conceptually. Edited by Mark J. P Wolf and featuring contributions from a distinguished set of authors from interdisciplinary backgrounds, this book enriches the theory, history, and practice of world-building, through the exploration of navigation. The essays have many overlapping concerns and together they provide the reader with a range of discussions regarding wayfinding and the many ways it intersects with world-building - and world-experiencing - activities. Thus, rather than just analyzing worlds themselves, the anthology also asks the reader to consider analyzing the act of world-building itself.This collection will be of interest to students and scholars in a variety of fields including Subcreation Studies, Transmedia Studies, Popular Culture, Comparative Media Studies, Video Game Studies, Film Studies, and Interdisciplinary Literary Studies.
211 kr
Skickas inom 7-10 vardagar
As their prominence in the news cycle – from Gamergate to the burgeoning smartphone market to the VR realm and beyond – would indicate, video games and gaming have rocketed from a fairly fringe existence to a central position in the everyday lives of millions. Whether you're a casual reader with an interest in the subject or an experienced gamer scrounging for obscure facts and stories, Mark Wolf's Video Games FAQ: All That's Left to Know About Games and Gaming Culture is an indispensable resource touching on all aspects of this techno-cultural phenomenon. Wolf's info-dense account traces video games from their earliest renditions as blocky abstractions to the photorealistic worlds of the present day, exploring the games, systems, technologies, companies, and inventors who transformed a novelty into a worldwide industry and major imaginative force along the way. In lively prose intended for a general audience, the book examines the many ways video games have entered our lives, impacted popular culture, and evolved through innovations and technological advances. More than just a history, this book, which can be read from cover-to-cover or a stand-alone chapter at a time, is also packed with fun, thought-provoking video game trivia touching on the origins of handheld games, the first first-person shooting games, famous characters named after a landlord and an attorney, the birth of third-party development, and the best and worst selling systems of all time. Whether discussing the pedigrees of games and systems, sequels, franchises, and series, the console wars, the home computer revolution, or leading companies and their strategies, Video Games FAQ serves as a fascinating, concise, and comprehensive window into the past, present, and future of video games and everything connected with them.
1 205 kr
Skickas inom 7-10 vardagar
This is a comprehensive history of computer graphics in Hollywood cinema.As the first such work of its kind, it is an essential reference for anyone interested in the history of cinema, visual effects, or computer graphics, and the industries of which they are a part.The book begins with a look at the history behind the calculation of images, from weaving to screen imaging, and the faux computer graphics used in movies before real computer graphics were available or affordable. Next, the author examines the rise of computer graphics and computer-animated films, and the gradual introduction of computer-generated imagery into the cinema. The narrative moves chronologically through the development of computer-generated animation and its use both for cartoonlike imagery and for photorealistic imagery. The author discusses behind-the-scenes uses of computer graphics in the film industry, and how these uses have impacted the kinds of imagery made and the technologies by which they are made. The book also looks at how computer animation is combined with approaches such as procedural generation and simulation, and the ways in which computers automate imagery.Throughout the book, the histories of individuals, companies, films, and computer graphics techniques are explored in detail, as well as changes in the visual effects (VFX) industry itself over time.Calculated Imagery: A History of Computer Graphics in Hollywood Cinema is for anyone interested in how CG changed the VFX industry, film history, and filmmaking overall, and the people, companies, and techniques that made it happen.
987 kr
Skickas inom 7-10 vardagar
This is a comprehensive history of computer graphics in Hollywood cinema.As the first such work of its kind, it is an essential reference for anyone interested in the history of cinema, visual effects, or computer graphics, and the industries of which they are a part.The book begins with a look at the history behind the calculation of images, from weaving to screen imaging, and the faux computer graphics used in movies before real computer graphics were available or affordable. Next, the author examines the rise of computer graphics and computer-animated films, and the gradual introduction of computer-generated imagery into the cinema. The narrative moves chronologically through the development of computer-generated animation and its use both for cartoonlike imagery and for photorealistic imagery. The author discusses behind-the-scenes uses of computer graphics in the film industry, and how these uses have impacted the kinds of imagery made and the technologies by which they are made. The book also looks at how computer animation is combined with approaches such as procedural generation and simulation, and the ways in which computers automate imagery.Throughout the book, the histories of individuals, companies, films, and computer graphics techniques are explored in detail, as well as changes in the visual effects (VFX) industry itself over time.Calculated Imagery: A History of Computer Graphics in Hollywood Cinema is for anyone interested in how CG changed the VFX industry, film history, and filmmaking overall, and the people, companies, and techniques that made it happen.