Mostrando resultados para "ken mcallister"
Mostrando 1 - 6 de 6 resultados
El contenido para adultos es visible.
Utopic Dreams and Apocalyptic Fantasies
Critical Approaches to Researching Video Game Play
2010
EN
Few books have attempted to contextualize the importance of video game play with a critical social, cultural and political perspective that raises the question of the significance of work, pleasure, fantasy and play in the modern world. The study of why video game play is "fun" has often been relegated to psychology, or the disciplines of cultural anthropology, literary and media studies, communications and other assorted humanistic and social science disciplines. In Utopic Dreams and ...
$1,909.00 MXN
Inside the Video Game Industry
Game Developers Talk About the Business of Play
2016
EN
Inside the Video Game Industry offers a provocative look into one of today's most dynamic and creative businesses. Through in-depth structured interviews, industry professionals discuss their roles, providing invaluable insight into game programming, art, animation, design, production, quality assurance, audio and business professions. From hiring and firing conventions, attitudes about gender disparity, goals for work-life balance, and a span of legal, psychological, and communal...
$1,256.00 MXN
Gaming Matters
Art, Science, Magic, and the Computer Game Medium
2011
EN
Normal0falsefalsefalseMicrosoftInternetExplorer4In his 2004 book Game Work, Ken S. McAllister proposed a rigorous critical methodology for the discussion of the “video game complex”—the games themselves, their players, the industry that produces them, and those who review and market them. Games, McAllister demonstrated, are viewed and discussed very differently by different factions: as an economic force, as narrative texts, as a facet of popular culture, as a psychologica...
$433.00 MXN
Game Work
Language, Power, and Computer Game Culture
2008
EN
Video and computer games in their cultural contexts.As the popularity of computer games has exploded over the past decade, both scholars and game industry professionals have recognized the necessity of treating games less as frivolous entertainment and more as artifacts of culture worthy of political, social, economic, rhetorical, and aesthetic analysis. Ken McAllister notes in his introduction to Game Work that, even though games are essentially impractic...
$371.00 MXN
Tempest
Geometries of Play
2015
EN
Atari’s 1981 arcade hit Tempest was a “tube shooter” built around glowing, vector-based geometric shapes. Among its many important contributions to both game and cultural history, Tempest was one of the first commercial titles to allow players to choose the game’s initial play difficulty (a system Atari dubbed “SkillStep”), a feature that has since became standard for games of all types. Tempest was also one of the most aesthetically impactful games of the twenti...
$383.00 MXN
2024
EN
Accessible
The recent and dramatic development of China’s economy and international political muscle is especially pronounced in the country’s video game industry. Now the largest of its kind in the world by gross revenue, the Chinese video game industry impacts every player in the global game market and has begun to directly influence the nature of the video game medium itself. From its conceptualization of the player as a category and commodity, to its approach to the design, development, and marke...
$2,759.00 MXN





