přejít na obsah
Videogames Náhled dokumentu
ZavřítNáhled dokumentu
Probíhá kontrola...

Videogames

Autor James Newman
Vydavatel: London ; New York : Routledge, 2013.
Vydání/formát:   Kniha : English : 2nd edZobrazit všechny vydání a formáty
Databáze:WorldCat
Shrnutí:
"James Newman's lucid and engaging introduction guides the reader through the world of videogaming, providing a history of the videogame from its origins in the computer lab to its contemporary status as a global entertainment industry, with characters such as Lara Croft and Sonic the Hedgehog familiar even to those who've never been near a games console. Topics covered include: classifications, game theory and  Přečíst více...
Hodnocení:

(ještě nehodnoceno) 0 zobrazit recenze - Buďte první.

Předmětová hesla:
Více podobných

 

Vyhledat exemplář v knihovně

&AllPage.SpinnerRetrieving; Vyhledávání knihoven, které vlastní tento dokument...

Detaily

Žánr/forma: Gidsen (vorm)
Typ dokumentu: Book
Všichni autoři/tvůrci: James Newman
ISBN: 9780415669153 0415669154 9780415669160 0415669162 9780203143421 0203143426
OCLC číslo: 795909429
Poznámky: Originally published 2004.
Popis: x, 182 p. ; 24 cm.
Obsahy: Videogame studies? --
Definitions --
Industries --
Players --
Structures --
Narratives --
Spatialities --
Characters --
Preservation and piracy
Odpovědnost: James Newman.
Více informací:

Anotace:

"James Newman's lucid and engaging introduction guides the reader through the world of videogaming, providing a history of the videogame from its origins in the computer lab to its contemporary status as a global entertainment industry, with characters such as Lara Croft and Sonic the Hedgehog familiar even to those who've never been near a games console. Topics covered include: classifications, game theory and interactivity - what is a videogame? the videogame audience the videogame industry videogame structure narratives and play- approaches to the study of videogames videogames, avatars and virtual worlds social gaming and the culture of videogames This second edition updates the book to include recent developments such as: the popularity of the wii and the increase in non-traditional gamers and more physical gaming the development of MMOGs (massively multiplayer online games) such as World of Warcraft games being downloaded as apps or accessed via mobile phones, iPods and social networking sites"--

Recenze

Recenze redakce

Souhrn od vydavatele

'A wealth of well-written, scholarly but accessible perspectives on industry practice and commerical imperatives ... Newman can do this only because he is a serious games scholar.' - Media Educaiton Přečíst více...

 
Recenze vložené uživatelem
Nahrávání recenzí GoodReads...
Přebírání recenzí DOGO books...

Štítky

Buďte první.

Podobné dokumenty

Potvrdit tento požadavek

Tento dokument jste si již vyžádali. Prosím vyberte Ok pokud chcete přesto v žádance pokračovat.

Propojená data


<http://www.worldcat.org/oclc/795909429>
library:oclcnum"795909429"
library:placeOfPublication
library:placeOfPublication
library:placeOfPublication
owl:sameAs<info:oclcnum/795909429>
rdf:typeschema:Book
schema:about
schema:about
schema:about
schema:about
<http://id.worldcat.org/fast/1166440>
rdf:typeschema:Intangible
schema:name"Video games--Social aspects"@en
schema:name"Video games--Social aspects."@en
schema:about
schema:about
schema:about
schema:about
schema:about
schema:about
schema:about
schema:about
schema:about
schema:bookEdition"2nd ed."
schema:creator
schema:datePublished"2013"
schema:description"Videogame studies? -- Definitions -- Industries -- Players -- Structures -- Narratives -- Spatialities -- Characters -- Preservation and piracy"@en
schema:description""James Newman's lucid and engaging introduction guides the reader through the world of videogaming, providing a history of the videogame from its origins in the computer lab to its contemporary status as a global entertainment industry, with characters such as Lara Croft and Sonic the Hedgehog familiar even to those who've never been near a games console. Topics covered include: classifications, game theory and interactivity - what is a videogame? the videogame audience the videogame industry videogame structure narratives and play- approaches to the study of videogames videogames, avatars and virtual worlds social gaming and the culture of videogames This second edition updates the book to include recent developments such as: the popularity of the wii and the increase in non-traditional gamers and more physical gaming the development of MMOGs (massively multiplayer online games) such as World of Warcraft games being downloaded as apps or accessed via mobile phones, iPods and social networking sites"--"@en
schema:exampleOfWork<http://worldcat.org/entity/work/id/693240>
schema:genre"Gidsen (vorm)"@en
schema:inLanguage"en"
schema:name"Videogames"@en
schema:numberOfPages"182"
schema:publisher
schema:url
schema:workExample
schema:workExample
schema:workExample
umbel:isLike<http://bnb.data.bl.uk/id/resource/GBB270138>

Content-negotiable representations

Zavřít okno

Prosím přihlaste se do WorldCat 

Nemáte účet? Můžete si jednoduše vytvořit bezplatný účet.