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COMPUTERS / Social Aspects / General. --- Communication. --- Public relations. --- Social media.
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Jeux vidéo. --- Violence in video games. --- Violence --- Combat. --- GAMES / Video & Electronic. --- COMPUTERS / Social Aspects / General. --- SOCIAL SCIENCE / Media Studies. --- Dans les jeux vidéo.
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Benedetta Brevini investigates the extent to which a Public Service Broadcasting (PSB) ethos has been extended to the online world in Europe. She examines the most significant policy initiatives carried out by PSBs in Europe on online platforms, and analyzes how the public service philosophy is being reinvented by policy makers (at both the national and European level), by PSB institutions and by their competitors. Brevini examines Denmark, France, Italy, Spain and the UK, where PSB has been the subject of landmark reforms that have changed its legal and policy frameworks. Concurrently, at the European level, the debate about the redefinition and expansion of PSB in the new media has been vigorous. As such, Brevini elaborates on and discusses a normative democratic framework for PSB online in Europe named 'PSB 2.0'. She argues that, if the online world is to be infused with the same public service ethos which characterizes traditional broadcasting, European policy makers and institutions need to understand that a reconfiguration of public service values and principles in.Bron : http://www.amazon.com
Telecommunication services --- Europe --- Public broadcasting --- Internet television --- Broadcasting policy --- Television --- Social aspects --- Openbare omroep --- EU --- Mediabeleid --- Internet --- Journalistieke ethiek --- Computers --- Social science --- General. --- Social Aspects --- Media Studies. --- #SBIB:309H1012 --- #SBIB:309H1713 --- COMPUTERS / Internet / General. --- COMPUTERS / Social Aspects / General. --- SOCIAL SCIENCE / Media Studies. --- 316.77 <4> --- Radio vision --- TV --- Artificial satellites in telecommunication --- Electronic systems --- Optoelectronic devices --- Telecommunication --- Astronautics --- Broadcasting --- Broadcasting and state --- Mass media policy --- Internet TV --- Net television --- Net TV --- Web television --- Web TV --- Webcasting --- Non-commercial broadcasting --- Noncommercial broadcasting --- Media: communicatiepolitieke aspecten / mediabeleid (nationaal en internationaal) --- Mediatechnologie: nieuwe toepassingen (abonnee-televisie, electronic mail, desk top publishing, virtuele realiteit...) --- Communicatiesociologie--Europa --- Optical communication systems --- Government policy --- 316.77 <4> Communicatiesociologie--Europa --- COMPUTERS / Internet / General --- COMPUTERS / Social Aspects / General --- SOCIAL SCIENCE / Media Studies --- Europese Unie --- Public broadcasting - Europe --- Internet television - Europe --- Broadcasting policy - Europe --- Television - Social aspects - Europe
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"The greatest trick the videogame industry ever pulled was convincing the world that videogames were games rather than a medium for making metagames. Elegantly defined as "games about games," metagames implicate a diverse range of practices that stray outside the boundaries and bend the rules: from technical glitches and forbidden strategies to Renaissance painting, algorithmic trading, professional sports, and the War on Terror. In Metagaming, Stephanie Boluk and Patrick LeMieux demonstrate how games always extend beyond the screen, and how modders, mappers, streamers, spectators, analysts, and artists are changing the way we play. Metagaming uncovers these alternative histories of play by exploring the strange experiences and unexpected effects that emerge in, on, around, and through videogames. Players puzzle through the problems of perspectival rendering in Portal, perform clandestine acts of electronic espionage in EVE Online, compete and commentate in Korean StarCraft, and speedrun The Legend of Zelda in record times (with or without the use of vision). Companies like Valve attempt to capture the metagame through international e-sports and online marketplaces while the corporate history of Super Mario Bros. is undermined by the endless levels of Infinite Mario, the frustrating pranks of Asshole Mario, and even Super Mario Clouds, a ROM hack exhibited at the Whitney Museum of American Art. One of the only books to include original software alongside each chapter, Metagaming transforms videogames from packaged products into instruments, equipment, tools, and toys for intervening in the sensory and political economies of everyday life. And although videogames conflate the creativity, criticality, and craft of play with the act of consumption, we don't simply play videogames--we make metagames"--
Jeux vidéo. --- Jeux vidéo --- Video games --- Video games industry --- Aspect social. --- Design. --- Social aspects. --- Social aspects --- SOCIAL SCIENCE / Popular Culture. --- COMPUTERS / Social Aspects / General. --- GAMES / Video & Electronic. --- Video game industry --- Electronic games industry --- Video games - Social aspects --- Video games industry - Social aspects --- Video games - Design --- Jeu vidéo --- Jeu --- Art vidéo --- Informatique appliquée --- Informatique graphique --- Computer games industry --- Internet games industry --- Electronic industries --- Toy industry --- Computer games --- Design --- Jeux vidéo. --- Jeux vidéo
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