doorgaan naar inhoud
Videogames Voorbeeldweergave van dit item
SluitenVoorbeeldweergave van dit item
Bezig met controle...

Videogames

Auteur: James Newman
Uitgever: London ; New York : Routledge, 2013.
Editie/Formaat:   Boek : Engels : 2nd edAlle edities en materiaalsoorten bekijken.
Database:WorldCat
Samenvatting:
"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  Meer lezen...
Beoordeling:

(nog niet beoordeeld) 0 met beoordelingen - U bent de eerste

Onderwerpen
Meer in deze trant

 

Zoeken naar een in de bibliotheek beschikbaar exemplaar

&AllPage.SpinnerRetrieving; Bibliotheken met dit item worden gezocht…

Details

Genre/Vorm: Gidsen (vorm)
Soort document: Boek
Alle auteurs / medewerkers: James Newman
ISBN: 9780415669153 0415669154 9780415669160 0415669162 9780203143421 0203143426
OCLC-nummer: 795909429
Opmerkingen: Originally published 2004.
Beschrijving: x, 182 p. ; 24 cm.
Inhoud: Videogame studies? --
Definitions --
Industries --
Players --
Structures --
Narratives --
Spatialities --
Characters --
Preservation and piracy
Verantwoordelijkheid: James Newman.
Meer informatie:

Fragment:

"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"--

Beoordelingen

Professionele beoordelingen

Synopsis uitgever

'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 Meer lezen...

 
Beoordelingen door gebruikers
Beoordelingen van GoodReads worden opgehaald...
Bezig met opvragen DOGObooks-reviews...

Tags

U bent de eerste.
Bevestig deze aanvraag

Misschien heeft u dit item reeds aangevraagd. Selecteer a.u.b. Ok als u toch wilt doorgaan met deze aanvraag.

Gekoppelde 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
<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: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

Venster sluiten

Meld u aan bij WorldCat 

Heeft u geen account? U kunt eenvoudig een nieuwe gratis account aanmaken.