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Gamer Trouble - Amanda Phillips - Bog - New York University Press - Plusbog.dk

Gamer Trouble - Amanda Phillips - Bog - New York University Press - Plusbog.dk

Complicating perspectives on diversity in video gamesGamers have been troublemakers as long as games have existed. As our popular understanding of “gamer” shifts beyond its historical construction as a white, straight, adolescent, cisgender male, the troubles that emerge both confirm and challenge our understanding of identity politics. In Gamer Trouble, Amanda Phillips excavates the turbulent relationships between surface and depth in contemporary gaming culture, taking readers under the hood of the mechanisms of video games in order to understand the ways that difference gets baked into its technological, ludic, ideological, and social systems. By centering the insights of queer and women of color feminisms in readings of online harassment campaigns, industry animation practices, and popular video games like Portal and Mass Effect, Phillips adds essential analytical tools to our conversations about video games. She embraces the trouble that attends disciplinary crossroads, linking the violent hate speech of trolls and the representational practices marginalizing people of color, women, and queers in entertainment media to the dehumanizing logic undergirding computation and the optimization strategies of gameplay. From the microcosmic level of electricity and flicks of a thumb to the grand stages of identity politics and global capitalism, wherever gamers find themselves, gamer trouble follows. As reinvigorated forms of racism, sexism, and homophobia thrive in games and gaming communities, Phillips follows the lead of those who have been making good trouble all along, agitating for a better world.

DKK 674.00
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Gamer Citizens - Ilya Brookwell - Bog - Taylor & Francis Ltd - Plusbog.dk

Gaming Culture(s) in India - Aditya Deshbandhu - Bog - Taylor & Francis Ltd - Plusbog.dk

Teach Like a Gamer - Carly Finseth - Bog - McFarland & Co Inc - Plusbog.dk

The Art Of Anthem Limited Edition - Bioware - Bog - Dark Horse Comics,U.S. - Plusbog.dk

The Art of Anthem - Bioware - Bog - Dark Horse Comics,U.S. - Plusbog.dk

Race, Culture and the Video Game Industry - Sam Srauy - Bog - Taylor & Francis Ltd - Plusbog.dk

Virtual Ascendance - Devin C. Griffiths - Bog - Rowman & Littlefield - Plusbog.dk

Posthuman Gaming - Poppy Wilde - Bog - Taylor & Francis Ltd - Plusbog.dk

Ethics in the Virtual World - Garry Young - Bog - Taylor & Francis Ltd - Plusbog.dk

The NES Omnibus - Brett Weiss - Bog - Schiffer Publishing Ltd - Plusbog.dk

Gaming Programs for All Ages at the Library - Tom Bruno - Bog - Rowman & Littlefield - Plusbog.dk

Player and Avatar - David Owen - Bog - McFarland & Co Inc - Plusbog.dk

Heritage, Memory and Identity in Postcolonial Board Games - - Bog - Taylor & Francis Ltd - Plusbog.dk

New Directions in Flanerie - - Bog - Taylor & Francis Ltd - Plusbog.dk

Marvel Studios' Ms. Marvel: The Art of The Series - Jess Harrold - Bog - Marvel Comics - Plusbog.dk

Play to Submission - Tongu Wu - Bog - Temple University Press,U.S. - Plusbog.dk

Unified Discourse Analysis - James Paul Gee - Bog - Taylor & Francis Ltd - Plusbog.dk

Online Gaming in Context - - Bog - Taylor & Francis Ltd - Plusbog.dk

Multiplayer - - Bog - Taylor & Francis Ltd - Plusbog.dk

The Essential Guide to Serial ATA and SATA Express - David A. Deming - Bog - Taylor & Francis Ltd - Plusbog.dk

The Essential Guide to Serial ATA and SATA Express - David A. Deming - Bog - Taylor & Francis Ltd - Plusbog.dk

Used in laptop and desktop computers, low-end servers, and mobile devices, Serial ATA (Advance Technology Attachment), or SATA, is the pervasive disk storage technology in use today. SATA has also penetrated the enterprise computing environment by adding hardware components for fail-over, extending command processing capabilities, and increasing device performance and link speeds. If you work in a data center or manage your company’s storage resources, you will likely encounter storage solutions that require SATA software or hardware. In this book, leading storage networking technologist David Deming presents a comprehensive guide to designing, analyzing, and troubleshooting any SATA or SATA Express (SATAe) storage solution. Written by an engineer, this book is for those who aren''t afraid of digging into the technical details. It explains how SATA/SATAe powers data center applications and how it influences and interacts with all protocol layers and system components. This book covers all of the tasks associated with installing, configuring, and managing SATA/SATAe storage applications. If you are a test engineer, design engineer, system architect, or even a technically skilled gamer who likes to build your own systems, this book will answer your technical questions about SATA/SATAe. With this book, you should have everything you need to implement a SATA or SATAe storage solution.

DKK 597.00
1

Gaming at the Edge - Adrienne Shaw - Bog - University of Minnesota Press - Plusbog.dk

Gaming at the Edge - Adrienne Shaw - Bog - University of Minnesota Press - Plusbog.dk

Video games have long been seen as the exclusive territory of young, heterosexual white males. In a media landscape dominated by such gamers, players who do not fit this mold, including women, people of color, and LGBT people, are often brutalized in forums and in public channels in online play. Discussion of representation of such groups in games has frequently been limited and cursory. In contrast, Gaming at the Edge builds on feminist, queer, and postcolonial theories of identity and draws on qualitative audience research methods to make sense of how representation comes to matter. In Gaming at the Edge, Adrienne Shaw argues that video game players experience race, gender, and sexuality concurrently. She asks: How do players identify with characters? How do they separate identification and interactivity? What is the role of fantasy in representation? What is the importance of understanding market logic? In addressing these questions Shaw reveals how representation comes to matter to participants and offers a perceptive consideration of the high stakes in politics of representation debates. Putting forth a framework for talking about representation, difference, and diversity in an era in which user-generated content, individualized media consumption, and the blurring of producer/consumer roles has lessened the utility of traditional models of media representation analysis, Shaw finds new insight on the edge of media consumption with the invisible, marginalized gamers who are surprising in both their numbers and their influence in mainstream gamer culture.

DKK 615.00
1

Red Alert - - Bog - Wayne State University Press - Plusbog.dk

Red Alert - - Bog - Wayne State University Press - Plusbog.dk

In Red Alert: Marxist Approaches to Science Fiction Cinema, editors Ewa Mazierska and Alfredo Suppia argue that Marxist philosophy, science fiction, and filmshare important connections concerning imaginings of the future. Contributors look at themes across a wide variety of films, including many international co-productions to explore individualism versus collectivism, technological obstacles to travel through time and space, the accumulation of capital and colonization, struggles of oppressed groups, the dangers of false ideologies, and the extension of the concept of labor due to technological advances. Red Alert considers a wide swath of contemporary international films, from the rarely studied to mainstream science fiction blockbusters like The Matrix. Contributors explore early Czechoslovak science fiction, the Polish-Estonian co-productions of director Marek Piestrak, and science fiction elements in 1970s American blaxploitation films. The collection includes analyses of recent films like Transfer (Damir Lukacevic), Avalon (Mamoru Oshii), Gamer (Mark Neveldine and Brian Taylor), and District 9 and Elysium (Neill Blomkamp), along with more obscure films like Alex Rivera’s materialist science fiction works and the Latin American zombie films of Pablo Parés, Hernán Sáez, and Alejandro Brugués. Contributors show that the ambivalence and inner contradictions highlighted by the films illustrate both the richness of Marx’s legacy and the heterogeneity and complexity of the science fiction genre. This collection challenges the perception that science fiction cinema is a Western or specifically American genre, showing that a broader, transnational approach is necessary to fully understand its scope. Scholars and students of film, sciencefiction, and Marxist culture will enjoy Red Alert.

DKK 396.00
1

Vintage Games 2.0 - Matt (saint Cloud State University Barton - Bog - Taylor & Francis Ltd - Plusbog.dk

Vintage Games 2.0 - Matt (saint Cloud State University Barton - Bog - Taylor & Francis Ltd - Plusbog.dk

Super Mario Bros. Doom. Minecraft. It’s hard to imagine what life would be like today without video games, a creative industry that now towers over Hollywood in terms of both financial and cultural impact. The video game industry caters to everyone, with games in every genre for every conceivable electronic device--from dedicated PC gaming rigs and consoles to handhelds, mobile phones, and tablets. Successful games are produced by mega-corporations, independent studios, and even lone developers working with nothing but free tools. Some may still believe that video games are mere diversions for children, but today’s games offer sophisticated and wondrously immersive experiences that no other media can hope to match. Vintage Games 2.0 tells the story of the ultimate storytelling medium, from early examples such as Spacewar! and Pong to the mind blowing console and PC titles of today. Written in a smart and engaging style, this updated 2nd edition is far more than just a survey of the classics. Informed by hundreds of in-depth personal interviews with designers, publishers, marketers, and artists--not to mention the author’s own lifelong experience as a gamer-- Vintage Games 2.0 uncovers the remarkable feats of intellectual genius, but also the inspiring personal struggles of the world’s most brilliant and celebrated game designers--figures like Shigeru Miyamoto, Will Wright, and Roberta Williams. Ideal for both beginners and professionals, Vintage Games 2.0 offers an entertaining and inspiring account of video game’s history and meteoric rise from niche market to global phenomenon. Credit for the cover belongs to Thor Thorvaldson.

DKK 491.00
1