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Manga! Manga! : the world of Japanese comics
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ISBN: 0870117521 Year: 1986 Publisher: Tokyo ; New York ; London Kodansha International

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Strips anders lezen.
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ISBN: 9072995651 Year: 1993 Publisher: Amsterdam Stichting Sherpa

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Framing film : cinema and the visual arts.
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ISBN: 9781841505077 Year: 2012 Publisher: Bristol : Intellect,


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Bande dessinée, récit et modernité : colloque au Centre Culturel International de Cerisy-la-Salle, 1-11 août 1987
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ISBN: 2737656893 Year: 1988 Publisher: S.l. Futuropolis


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Robots naar studio 3 : science-fiction in film en strip
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ISBN: 9027492204 9789027492203 Year: 1979 Publisher: Wijnegem Het Spectrum


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Social theories of art : a critique
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ISBN: 0333668960 0333668952 Year: 1997 Publisher: London ; Basingstoke Macmillan Press


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La bande dessinée depuis 1975
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ISBN: 2866761863 9782866761868 Year: 1985 Volume: 6 Publisher: Paris : M.A.,

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De l'Argentine au Japon, de la ligne claire au style Atome, de l'aventure galactique à la satire politique, de la publicité à la vidéo, cet ouvrage traque la bande dessinée contemporaine partout où elle s'invente. Astérix et Fritz le chat appartiennent déjà au passé. Les héros d'aujourd'hui se nomment Cerebus, John Difool, Roco Vargas, Adèle Blanc-Sec et Ranxerox ! Ils sont tous au rendez-vous de cette radiographie passionnée d'un art en plein effervescence.


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Handbook of computer game studies.
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ISBN: 9780262182409 Year: 2005 Publisher: London MIT press

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New media students, teachers, and professionals have long needed a comprehensive scholarly treatment of digital games that deals with the history, design, reception, and aesthetics of games along with their social and cultural context. The Handbook of Computer Game Studies fills this need with a definitive look at the subject from a broad range of perspectives. Contributors come from cognitive science and artificial intelligence, developmental, social, and clinical psychology, history, film, theater, and literary studies, cultural studies, and philosophy as well as game design and development. The text includes both scholarly articles and journalism from such well-known voices as Douglas Rushkoff, Sherry Turkle, Henry Jenkins, Katie Salen, Eric Zimmerman, and others. Part I considers the "prehistory" of computer games (including slot machines and pinball machines), the development of computer games themselves, and the future of mobile gaming. The chapters in part II describe game development from the designer's point of view, including the design of play elements, an analysis of screenwriting, and game-based learning. Part III reviews empirical research on the psychological effects of computer games, and includes a discussion of the use of computer games in clinical and educational settings. Part IV considers the aesthetics of games in comparison to film and literature, and part V discusses the effect of computer games on cultural identity, including gender and ethnicity. Finally, part VI looks at the relation of computer games to social behavior, considering, among other matters, the inadequacy of laboratory experiments linking games and aggression and the different modes of participation in computer game culture.

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