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Book
Atari to Zelda
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ISBN: 0262332183 9780262034395 9780262332187 9780262332194 0262332191 0262034395 Year: 2016 Publisher: Cambridge, Massachusetts

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"In the early days of arcades and Nintendo, many players didn't recognize Japanese games as coming from Japan; they were simply new and interesting games to play. But since then, fans, media, and the games industry have thought further about the "Japaneseness" of particular games. Game developers try to decide whether a game's Japaneseness is a selling point or stumbling block; critics try to determine what elements in a game express its Japaneseness--cultural motifs or technical markers. Games were "localized," subjected to sociocultural and technical tinkering. In this book, Mia Consalvo looks at what happens when Japanese games travel outside Japan, and how they are played, thought about, and transformed by individuals, companies, and groups in the West. Consalvo begins with players, first exploring North American players' interest in Japanese games (and Japanese culture in general) and then investigating players' DIY localization of games, in the form of ROM hacking and fan translating. She analyzes several Japanese games released in North America and looks in detail at the Japanese game company Square Enix. She examines indie and corporate localization work, and the rise of the professional culture broker. Finally, she compares different approaches to Japaneseness in games sold in the West and considers how Japanese games have influenced Western games developers. Her account reveals surprising cross-cultural interactions between Japanese games and Western game developers and players, between Japaneseness and the market."--Booki jacket.

Cheating
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ISBN: 1282098802 9786612098802 0262270749 1429479663 9780262270748 9781429479660 9780262033657 0262033658 9781282098800 6612098805 9780262513289 0262513285 Year: 2007 Publisher: Cambridge, Mass. MIT Press

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"In Cheating, Mia Consalvo investigates how players choose to play games and what happens when they can't always play the way they'd like. She explores a broad range of player behavior, including cheating (alone and in groups); examines the varying ways that players and industry define cheating; describes how the game industry itself has helped systematize cheating; and studies online cheating in context in an online ethnography of Final Fantasy XI."--Jacket.

Internet research annual : selected papers from the association of internet researchers conferences 2000-2002.
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ISBN: 0820468401 Year: 2004 Publisher: S.l. Lang

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Book
The handbook of internet studies
Authors: ---
ISBN: 9781405185882 1405185880 Year: 2011 Publisher: Malden (Mass.): Wiley-Blackwell,


Book
The handbook of internet studies
Authors: ---
ISBN: 9781118400074 1118400070 Year: 2013 Publisher: Malden (Mass.): Wiley-Blackwell,

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Book
Real games : what's legitimate and what's not in contemporary video games
Authors: ---
ISBN: 9780262353625 0262353628 9780262042604 0262042606 Year: 2019 Publisher: Cambridge, MA : The MIT Press,

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Real Games is an exploration of how the discourses surrounding videogames shapes what games get made and played as well as who is invited to play them. By making appeals to 'real games,' players and developers center certain kinds of experiences and marginalize others. The authors argue that this process emerges dynamically out of discussions about videogames and has changed over time to center on a handful of key elements, namely a game's developer, it's payment model, and elements of the game itself including its length and perceived difficulty (among others). Dozens of games are referenced in this book, many of which are not widely studied. That gives the manuscript an ability to connect with more potential readers and the ability to speak more broadly about the state of videogames than efforts that are focused on an individual genre or game.


Multi
Real games : what's legitimate and what's not in contemporary videogames
Authors: ---
ISBN: 9780262353625 0262353628 9780262042604 0262042606 Year: 2019 Publisher: Cambridge (Mass.): MIT Press,

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"Real Games is an exploration of how the discourses surrounding videogames shapes what games get made and played as well as who is invited to play them. By making appeals to 'real games,' players and developers center certain kinds of experiences and marginalize others. The authors argue that this process emerges dynamically out of discussions about videogames and has changed over time to center on a handful of key elements, namely a game's developer, it's payment model, and elements of the game itself including its length and perceived difficulty (among others). Dozens of games are referenced in this book, many of which are not widely studied. That gives the manuscript an ability to connect with more potential readers and the ability to speak more broadly about the state of videogames than efforts that are focused on an individual genre or game"--

Internet research annual : volume 4
Authors: --- ---
ISBN: 9780820478579 Year: 2007 Publisher: Bern : Lang,

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