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  1. Real games
    what's legitimate and what's not in contemporary video games
    Published: [2019]
    Publisher:  The MIT Press, Cambridge, Massachusetts ; ProQuest E-Book Central, London, England

    "Real Games is an exploration of how the discourses surrounding videogames shapes what games get made and played as well as who is invited to play them. By making appeals to 'real games,' players and developers center certain kinds of experiences and... more

    Universitätsbibliothek Kassel, Landesbibliothek und Murhardsche Bibliothek der Stadt Kassel
    No inter-library loan

     

    "Real Games is an exploration of how the discourses surrounding videogames shapes what games get made and played as well as who is invited to play them. By making appeals to 'real games,' players and developers center certain kinds of experiences and marginalize others. The authors argue that this process emerges dynamically out of discussions about videogames and has changed over time to center on a handful of key elements, namely a game's developer, it's payment model, and elements of the game itself including its length and perceived difficulty (among others). Dozens of games are referenced in this book, many of which are not widely studied. That gives the manuscript an ability to connect with more potential readers and the ability to speak more broadly about the state of videogames than efforts that are focused on an individual genre or game

     

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780262353625
    Series: Playful thinking
    Subjects: Computerspiel
    Scope: 1 Online-Ressource (xxxvii, 180 Seiten), Illustrationen
    Notes:

    Literaturverzeichnis Seite [147]-169 und Index

    Facebook games were evil -- Developer pedigree -- The game itself -- The rise of free-to-play games

  2. Real games
    what's legitimate and what's not in contemporary video games
    Published: 2019
    Publisher:  The MIT Press, Cambridge, Massachusetts

    "Real Games is an exploration of how the discourses surrounding videogames shapes what games get made and played as well as who is invited to play them. By making appeals to 'real games,' players and developers center certain kinds of experiences and... more

    Universitätsbibliothek Kassel, Standort Kunsthochschulbibliothek
    75 Kun 478 CON
    Unlimited inter-library loan, copies and loan
    Universität Mainz, Bereichsbibliothek Georg Forster-Gebäude
    83 CON1 1
    No inter-library loan

     

    "Real Games is an exploration of how the discourses surrounding videogames shapes what games get made and played as well as who is invited to play them. By making appeals to 'real games,' players and developers center certain kinds of experiences and marginalize others. The authors argue that this process emerges dynamically out of discussions about videogames and has changed over time to center on a handful of key elements, namely a game's developer, it's payment model, and elements of the game itself including its length and perceived difficulty (among others). Dozens of games are referenced in this book, many of which are not widely studied. That gives the manuscript an ability to connect with more potential readers and the ability to speak more broadly about the state of videogames than efforts that are focused on an individual genre or game

     

    Export to reference management software   RIS file
      BibTeX file
    Content information
    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780262042604; 0262042606
    Series: Playful thinking
    Subjects: Computerspiel
    Scope: xxxvii, 180 Seiten, Illustrationen
    Notes:

    Literaturverzeichnis Seite [147]-169 und Index

    Facebook games were evil -- Developer pedigree -- The game itself -- The rise of free-to-play games