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Western films --- Westerns --- -Westerns --- History and criticism --- Film --- United States --- Histoire et critique --- 82:791.43 --- 82:791.43 Literatuur en film --- Literatuur en film --- United States of America
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Human ecology --- Philosophy --- Knowledge [Sociology of ] --- Language and languages --- Environmental policy
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Will Wright explores the continuing popularity of the myth of the Wild West, demonstrating how, as a cultural icon, it speaks deeply to a desire for individualism and liberty. The author discusses the myth through market and social theory.
Civil society --- Cowboys --- Individualism --- Public opinion --- Social contract --- History --- West (U.S.) --- Social conditions. --- Individualism. --- Social contract.
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From the Preface: The purpose of this book is to explain the Western's popularity. While the Western itself may seem simple (it isn't quite), an explanation of its popularity cannot be; for the Western, like any myth, stands between individual human consciousness and society. If a myth is popular, it must somehow appeal to or reinforce the individuals who view it by communicating a symbolic meaning to them. This meaning must, in turn, reflect the particular social institutions and attitudes that have created and continue to nourish the myth. Thus, a myth must tell its viewers about themselves and their society. This study, which takes up the question of the Western as an American myth, will lead us into abstract structural theory as well as economic and political history. Mostly, however, it will take us into the movies, the spectacular and not-so-spectacular sagebrush of the cinema. Unlike most works of social science, the data on which my analysis is based is available to all of my readers, either at the local theater or, more likely, on the late, late show. I hope you will take the opportunity, whenever it is offered, to check my findings and test my interpretations; the effort is small and the rewards are many. And if your wife, husband, mother, or child asks you why you are wasting your time staring at Westerns on TV in the middle of the night, tell them firmly--as I often did--that you are doing research in social science.
Western films. --- Western films --- History and criticism. --- american experience. --- american myths. --- american violence. --- cinema studies. --- classical western. --- contemporary american history. --- cultural history. --- cultural studies. --- film literature. --- film studies textbook. --- film studies. --- general cinema. --- history of western films. --- media studies. --- news media and culture industries. --- performing arts. --- political history. --- religion myth. --- social science. --- sociology anthropology. --- structural theory. --- why are westerns so popular. --- wild west.
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A Theory of Fun for Game Design is not your typical how-to book. It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun. As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive. The book's unique approach of providing a highly visual storyboard approach combined with a narrative on the art and practice of designing for fun is sure to be a hit with game and interactive designers, At first glance A Theory of Fun for Game Design is a book that will truly inspire and challenge game designers to think in new was; however, its universal message will influence designers from all walks of life. This book captures the real essence of what drives us to seek out products and experiences that are truly fun and entertaining. The author masterfully presents his engaging theory by showing readers how many designs are lacking because they are predictable and not engaging enough. He then explains how great designers use different types of elements in new ways to make designs more fun and compelling.Anyone who is interested in design will enjoy how the book works on two levels--as a quick inspiration guide to game design, or as an informative discussion that details the insightful thinking from a great mind in the game industry.
Computer games --- 527 --- designtheorie --- gamedesign --- 766.02 --- 791.5 --- computers --- computerspellen --- game design --- Design --- Social aspects --- Specifieke toepassingen van informatica --- Computer games - Design --- Computer games - Social aspects --- Jeux d'ordinateur - Conception --- Jeux d'ordinateur - Aspect social --- Electronic games --- Internet games --- Television games --- Videogames --- Games --- informatica - specifieke toepassingen --- Jeux d'ordinateur
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Now in full color, the 10th anniversary edition of this classic book packs more insight into what it means to design games for fun. Theory of Fun for Game Design challenges and inspires game designers as well as game enthusiasts looking for products and experiences that are truly fun and entertaining. The book discusses the impact of designing in a multidimensional landscape, where computer science, environmental design, and storytelling all play a role in creating an interactive game design. For the professional game developer to the interested young gamer, this updated edition takes you on an illustrated ride in fun and games.
Art graphique --- Art numérique --- Graphisme --- Jeu --- Processus de conception --- Informatique appliquée --- Computer games --- Computer games
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Grenville, Bruce --- Johnson, Tim --- Kiyoshi, Kusum --- Spiegelman, Art --- Seth --- Ueno, Toshiya --- Wright, Will --- #KVHA:Media --- #KVHA:Multimedialiteit --- #KVHA:Strips --- #KVHA:Tekenfilms --- #KVHA:Videogames --- #KVHA:Manga --- Exhibitions --- Animated films --- Comic books, strips, etc --- Electronic games --- Electronic toys --- Games --- Comic strips --- Comics --- Funnies --- Manga (Comic books, strips, etc.) --- Manhua (Comic books, strips, etc.) --- Manhwa (Comic books, strips, etc.) --- Serial picture books --- Caricatures and cartoons --- Wit and humor, Pictorial --- Animated cartoons (Motion pictures) --- Animated videos --- Cartoons, Animated (Motion pictures) --- Motion picture cartoons --- Moving-picture cartoons --- Motion pictures --- Abstract films --- Animation (Cinematography) --- Animation cels --- Manhua (Comic books) --- Manhwa (Comic books) --- Computer games --- Internet games --- Television games --- Videogames --- Zonder onderwerpscode: algemeen --- Drawing --- beeldverhalen
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