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"This book offers the first comprehensive study of the many interfaces shaping the relationship between comics and videogames. It combines in-depth conceptual reflection with a rich selection of paradigmatic case studies from contemporary media culture.The editors have gathered a distinguished group of international scholars working at the interstices of comics studies and game studies to explore two interrelated areas of inquiry: The first part of the book focuses on hybrid medialities and experimental aesthetics ""between"" comics and videogames; the second part zooms in on how comics and videogames function as transmedia expansions within an increasingly convergent and participatory media culture. The individual chapters address synergies and intersections between comics and videogames via a diverse set of case studies ranging from independent and experimental projects via popular franchises from the corporate worlds of DC and Marvel to the more playful forms of media mix prominent in Japan.Offering an innovative intervention into a number of salient issues in current media culture, Comics and Videogames will be of interest to scholars and students of comics studies, game studies, popular culture studies, transmedia studies, and visual culture studies."
Video games --- Digital storytelling. --- Comic books, strips, etc. --- SOCIAL SCIENCE --- COMICS & GRAPHIC NOVELS --- GAMES --- Authorship. --- Influence on mass media. --- Social aspects. --- Media Studies. --- General. --- Video & Electronic. --- Mass media --- Storytelling --- Influence of comic books, strips, etc., on --- Media studies --- Graphic novels: superheroes & super-villains --- Computer games / online games: strategy guides --- Media studies; American / British style comic books and graphic novels; Computer games / online games: strategy guides
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The ebook edition of this title is Open Access, thanks to Knowledge Unlatched funding, and freely available to read online. In recent decades the video games industry has grown astronomically, quickly becoming a substantial part of our everyday lives. Alongside the rise of this technology, the media, academia and, in some cases, governments, have drawn correlations between video games and serious instances of violence, focusing most notably on mass shootings. This narrow debate has distracted from our understanding of many of the harms which video games can, in some cases, cause, perpetuate or hide. Drawing upon the emerging deviant leisure perspective, this book seeks to re-orientate the debate on video games and their associated potential harms. Through the examination of culturally embedded harms such as gambling, sexual violence and addiction, together with the rise in swatting and other activities, the authors explore the notion that video games are inexplicably intertwined with aspects of deviancy.
Social Science / Criminology --- Social Science / Popular Culture --- Social Science / Media Studies --- Social sciences --- Behavioral sciences --- Human sciences --- Sciences, Social --- Social science --- Social studies --- Civilization --- Video games --- Violence in video games. --- Deviant behavior. --- Games & Activities, Video & Mobile. --- Computer games, online games: strategy guides. --- Social aspects. --- Deviancy --- Social deviance --- Human behavior --- Conformity --- Social adjustment --- Social Science --- Media Studies --- Criminology --- Popular Culture --- Crime in video games
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There is little doubt that computer and video games occupy a significant place in contemporary popular culture. Taking its cue from practices of reading texts in literary and cultural studies, this text considers the computer game as an emerging mode of contemporary storytelling.
Computer games. --- Computer games - Social aspects. --- Computer games --- Recreation & Sports --- Social Sciences --- Social aspects --- #SBIB:309H240 --- #SBIB:309H17 --- Andere media (theater, plastische kunsten, strips, affiches, speelautomaten...) --- Computer- en videogames --- Social aspects. --- Application software --- Electronic games --- Internet games --- Television games --- Videogames --- Games --- pong --- video --- gaming --- computer --- arcade --- game --- Half-Life (video game) --- Lara Croft --- Tomb Raider --- Video games --- Video games. --- Film and Media --- LITERARY CRITICISM --- Computer games / online games: strategy guides --- online games: strategy guides --- American --- General
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"This book goes beyond dualisms and surpasses the pivotal paradigm of (inter)activity, searching for other forms of playful aesthetic expression and perception facilitated within the digital realm"--
Advertising & society --- Computer games / online games: strategy guides --- game studies --- video games --- play theory --- media studies --- media theory --- aesthetics --- media aesthetics --- digital media --- cultural studies --- videogame philosophy --- game ontology --- non-human play --- player --- posthumanism --- agency --- interaction --- intra-action --- interactivity --- interpassivity --- control --- automation --- AI --- self-play --- auto-play --- ambience --- spectacle --- spectatorship --- idling --- Video games --- Aesthetics. --- Design. --- SOCIAL SCIENCE / Media Studies --- SOCIAL SCIENCE / Technology Studies --- GAMES & ACTIVITIES / Video & Mobile --- Radio broadcasting Aesthetics --- Aesthetics --- Computer games --- Design
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"In an increasingly hectic world, walking simulators provide a chance for a meditative online experience. Wandering Games will be the first book to explore this genre"--
Computer games / online games: strategy guides --- Virtual reality --- Popular beliefs & controversial knowledge --- walking simulator --- performance --- indie --- pilgrimage --- colonialism --- death --- gender --- work --- late capitalism --- interdisciplinary --- Return of the Obra Dinn --- Eastshade --- Ritual of the Moon --- 80 Days --- Heaven's Vault --- Death Stranding --- The Last of Us Part --- The Last of Us Part II --- Walking simulator games. --- Video games. --- GAMES & ACTIVITIES / Video & Mobile --- COMPUTERS / Virtual & Augmented Reality --- SOCIAL SCIENCE / Popular Culture --- Computer games --- Electronic games --- Internet games --- Television games --- Videogames --- Games --- Video wandering games --- Walking --- Wandering games, Video --- Video games
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"A history of the arcade in British culture"--
Computer games / online games: strategy guides --- English Civil War --- Popular beliefs & controversial knowledge --- Amusement Arcade --- Amusements --- Britain --- British --- Seaside --- Video Game --- Videogame --- Gambling --- Showmen --- Traveling Showmen --- Traveling Fair --- Fairground --- Midway --- Bingo --- Fruit Machine --- Pin Table --- Allwin --- Crompton --- Coin Machine --- Amusement Caterer --- BACTA --- SEGA --- Copyright --- Space Invaders --- Atari --- Pong --- Ping Pong --- Defender --- Bell Fruit --- Alca --- Penny Falls --- Mafia --- Tax --- FOBT --- Gaming --- Recreation centers --- Video arcades --- History. --- GAMES & ACTIVITIES / Video & Mobile --- HISTORY / Europe / Great Britain / General --- SOCIAL SCIENCE / Popular Culture --- Amusement arcades (Video arcades) --- Arcades, Video --- Video game arcades --- Canteens (Recreation centers) --- Recreation centres --- Recreation facilities --- Recreational centers --- Recreational facilities --- Community centers --- Recreation areas --- Sports facilities
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