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Book
Jeux vidéo et Ados : ne pas diaboliser pour mieux les accompagner
Authors: ---
ISBN: 9782350190587 2350190587 Year: 2009 Publisher: [S. l.] : Ed. Pascal,

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Book
Les pathologies de l'excès : drogue, alcool, jeux, sexe : les dérives de nos passions
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ISBN: 2709628759 9782709628754 Year: 2006 Publisher: Paris : J.-C. Lattès,

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Book
Pure invention : how Japan made the modern world
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ISBN: 9781984826701 1984826700 Year: 2020 Publisher: New York : Crown/Archetype,

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"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.


Book
Les jeux vidéos comme objet de recherche
Authors: ---
ISBN: 9782917131060 2917131063 Year: 2011 Publisher: France : Questions théoriques,

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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.


Book
Le jeu sur le téléphone portable, usages et sociabilité
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ISBN: 9782296069558 229606955X Year: 2008 Publisher: Paris : Harmattan,

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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.


Book
Narrative as virtual reality 2 : revisiting immersion and interactivity in literature and electronic media
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ISBN: 9781421417974 1421417979 Year: 2015 Publisher: Baltimore : John Hopkins University Press,

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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.

Second person : role-playing and story in games and playable media / edited by Pat Harrigan and Noah Wardrip-Fruin ; designed by Michael Crumpton.
Authors: --- ---
ISBN: 9780262083560 0262083566 9780262514187 Year: 2007 Publisher: Cambridgen, Mass. ; London : The MIT Press,

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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."


Book
Third person : authoring and exploring vast narratives
Authors: ---
ISBN: 9780262232630 0262232634 Year: 2009 Publisher: Cambridge, Mass. ; London : The MIT Press,

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