Listing 1 - 9 of 9 |
Sort by
|
Choose an application
Video games --- Dependency (Psychology) --- Jeux d'ordinateur --- Jeux électroniques --- Jeux vidéo --- Dépendance (Psychologie)
Choose an application
Dependency (Psychology) --- Sex addiction. --- Video games --- Dépendance (Psychologie) --- Sexualité --- Jeux électroniques --- Psychological aspects. --- Comportement compulsif --- Aspect psychologique
Choose an application
"The untold story of how Japan became a cultural superpower through the fantastic inventions that captured-and transformed-the world's imagination. The Walkman. Karaoke. Pikachu. Pac-Man. Akira. Emoji. We've all fallen in love with one or another of Japan's pop-culture creations, from the techy to the wild to the super-kawaii. But as Japanese media veteran Matt Alt proves in this brilliant investigation of Tokyo's pop-fantasy complex, we don't know the half of it. Japan's toys, gadgets, and fantasy worlds didn't merely entertain. They profoundly transformed the way we live. In the 1970s and '80s, Japan seemed to exist in some near future, soaring on the superior technology of Sony and Toyota while the West struggled to catch up. Then a catastrophic 1990 stock-market crash ushered in the "lost decades" of deep recession and social dysfunction. The end of the boom times should have plunged Japan into irrelevance, but that's precisely when its cultural clout soared-when, once again, Japan got to the future a little ahead of the rest of us. Hello Kitty, the Nintendo Entertainment System, and entertainment empires like Pokémon and Dragon Ball Z were more than marketing hits. Artfully packaged, dangerously cute, and dizzyingly fun, these products made Japan the forge of the world's fantasies, and gave us new tools for coping with trying times. They also transformed us as we consumed them-connecting as well as isolating us in new ways, opening vistas of imagination and pathways to revolution. Through the stories of an indelible group of artists, geniuses, and oddballs, Pure Invention reveals how Japanese ingenuity remade global culture and may have created modern life as we know it. It's Japan's world; we're just gaming, texting, singing, and dreaming in it"-- In the 1970s and '80s, Japan soared on the superior technology of Sony and Toyota while the West struggled to catch up. Then a catastrophic 1990 stock-market crash ushered in the "lost decades" of deep recession and social dysfunction. They should have plunged Japan into irrelevance; instead its cultural clout soared. Hello Kitty, the Nintendo Entertainment System, and entertainment empires like Pokémon and Dragon Ball Z-- artfully packaged, dangerously cute, and dizzyingly fun-- made Japan the forge of the world's fantasies, and gave us new tools for coping with trying times. Alt reveals how Japanese ingenuity remade global culture and may have created modern life as we know it. -- adapted from jacket.
E-books --- Toy industry --- Electronic games industry --- Amusements --- Jouets --- Jeux électroniques --- History. --- Industrie --- Histoire. --- Since 1945 --- Japan --- Japon --- Japan. --- Civilization --- Civilisation
Choose an application
Les jeux vidéo sont fabriqués comme des objets de consommation courante, vendus en grandes surfaces, condamnés ou encensés par les médias, soutenus par la puissance publique, promus exemples du savoir-faire hexagonal. Grâce à l'émergence d'une génération de journalistes, enseignants, chercheurs ou cliniciens qui ont grandi dans l'univers des jeux vidéo, ces derniers commencent à être constitués en objets de science. Les études réunies dans ce livre font le point sur la recherche en France et ses perspectives.
Video games --- Research --- Evaluation --- Social aspects --- Jeux électroniques --- Electronic games --- Computer games --- Jeux vidéo --- Jeux d'ordinateur --- Recherche --- Video games - Research --- Video games - Evaluation --- Video games - Social aspects --- Research. --- Jeux vidéo --- Aspect social --- France --- 1990-....
Choose an application
En mobilité, au domicile ou sur le lieu de travail, dédié ou en parallèle à une autre activité, le jeu sur mobile permet de s'évader, de meubler un temps mort, de déconstruire le jeu et d'imaginer des scénarios inventifs mais aussi d'échanger et de partager des astuces avec les proches ou les inconnus joints virtuellement. A la fois en rupture et en continuité avec les autres formes de jeux, le jeu sur mobile ne s'y substitue pas et constitue une ressource supplémentaire dans le jeu social pour nouer différentes formes de sociabilité.
Electronic games --- Leisure --- Cell phone systems --- Jeux électroniques --- Loisir --- Téléphonie cellulaire --- Social aspects --- Aspect social --- Mobile games --- Cell phones --- Sociology of Leisure - Electronic Games - Cellular Phones --- Jeux électroniques --- Téléphonie cellulaire --- Mobile games - Social aspects - France --- Cell phones - Social aspects - France --- Video games. --- Leisure.
Choose an application
Video games --- Jeux vidéo --- Jeux video --- Videospelen --- Ordinateurs et enfants --- 82:3 --- 82:659.3 --- 82:62 --- 82:62 Literatuur en technologie --- Literatuur en technologie --- 82:659.3 Literatuur en massacommunicatie --- Literatuur en massacommunicatie --- 82:3 Literatuur en maatschappijwetenschappen --- Literatuur en maatschappijwetenschappen --- Social aspects --- Jeux électroniques. --- Ordinateurs et enfants. --- Jeux vidéo. --- Logiciels. --- Video games - Social aspects
Choose an application
When the first edition was written, the dominant form of electronic literature was hypertext fiction. The book devoted several chapters to hypertext theory, as well as to the difficulty of creating immersive hypertext narratives. Hypertextuality has lost none of its prominence as a principle of organization of the Web, but it is no longer considered avant-garde on the digital-literary scene. While the new forms that are currently being developed verify some of the recommendations made in NVR (shorter texts, greater reliance on multi-modality, self-referentiality and a tendency toward conceptual art), they generally avoid narrativity and its particular form of immersion, and even interactivity is no longer seen as indispensable. It is in the popular form of the video game that serious attempts are being made to reconcile immersion with interactivity. The second edition deals in greater detail with both the increase of narrativity in video games, and its loss in experimental digital literature. It also takes into consideration the creation of online worlds such as Second Life and World of Warcraft, which implement the idea of virtual reality in a way not foreseen by VR theorists of the nineties.
Books and reading. --- Hypertext literature. --- Electronic games. --- Interactive multimedia. --- Virtual reality. --- Rhetoric --- Livres et lecture --- Littérature numérique --- Jeux électroniques --- Multimédias interactifs --- Réalité virtuelle --- Rhétorique --- Littérature et informatique --- Narration --- Littérature numérique --- Jeux électroniques --- Multimédias interactifs --- Réalité virtuelle --- Rhétorique --- Livres et lecture. --- Narration. --- Jeux électroniques. --- Littérature et informatique. --- Multimédias interactifs. --- Réalité virtuelle. --- Electronic games --- Interactive multimedia --- Hypertext literature --- Virtual reality --- Narration (Rhetoric) --- Books and reading --- Narration (Rhetoric). --- Video games.
Choose an application
Game designers, authors, artists, and scholars discuss how roles are played and how stories are created in role-playing games, board games, computer games, interactive fictions, massively multiplayer games, improvisational theater, and other "playable media."
Computer. Automation --- Sociology of culture --- 82:62 --- Literatuur en technologie --- Jeux électroniques --- Jeux vidéo --- Jeu de rôle (psychologie) --- Multimédias interactifs --- Electronic games. --- Role playing. --- Interactive multimedia. --- 82:62 Literatuur en technologie --- 527 --- Rollenspelen --- informatica - specifieke toepassingen --- Games --- Electronic games --- Interactive multimedia --- Role playing --- Role enactment --- Role-taking ability --- Roleplaying --- Social role --- Acting games --- Hypermedia systems --- Interactive media --- Computer software --- Electronic toys --- Jeux vidéo. --- Jeux électroniques. --- Multimédias interactifs. --- Video games. --- Computer games --- Internet games --- Television games --- Videogames --- Jeux électroniques. --- Jeux vidéo. --- Jeu de rôle (psychologie) --- Multimédias interactifs.
Choose an application
Third Person explores strategies of vast narrative across a variety of media, including video games, television, literature, comic books, tabletop games and digital art.
Thematology --- Sociology of culture --- Jeux électroniques --- Médias --- Culture populaire --- Réalité virtuelle --- Jeux de rôle (jeux) --- Bandes dessinées de science-fiction --- Thèmes, motifs --- 82:62 --- Literatuur en technologie --- Electronic games. --- Fiction. --- Mass media. --- Popular culture. --- 82:62 Literatuur en technologie --- Electronic games --- Fiction --- Mass media --- Popular culture --- Culture, Popular --- Mass culture --- Pop culture --- Popular arts --- Communication --- Intellectual life --- Mass society --- Recreation --- Culture --- Mass communication --- Media, Mass --- Media, The --- Metafiction --- Novellas (Short novels) --- Novels --- Stories --- Literature --- Novelists --- Electronic toys --- Games --- Philosophy --- Médias. --- Jeux électroniques. --- Culture populaire. --- Réalité virtuelle. --- Thèmes, motifs. --- Video games. --- Computer games --- Internet games --- Television games --- Videogames --- Jeux électroniques. --- Médias. --- Réalité virtuelle. --- Jeux de rôle (jeux) --- Bandes dessinées de science-fiction --- Thèmes, motifs.
Listing 1 - 9 of 9 |
Sort by
|