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Diablo III: Storm of Light
ISBN: 9781416550808 / Angielski / Miękka / 352 str. Termin realizacji zamówienia: ok. 5-8 dni roboczych. The High Heavens are healing after the fall of the Prime Evil. The Angiris Council has recovered the Black Soulstone and now stands vigil over the cursed artifact deep within the glimmering Silver City. The High Heavens are healing after the fall of the Prime Evil. The Angiris Council has recovered the Black Soulstone and now stands vigil over the cursed artifact deep within the glimmering Silver City. Amid these momentous events, Tyrael struggles with his position as the new Aspect of Wisdom, feeling out of place as a mortal among his angelic brethren and doubting his ability to...
The High Heavens are healing after the fall of the Prime Evil. The Angiris Council has recovered the Black Soulstone and now stands vigil over the cur...
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cena:
84,74 |
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Digital Gaming Re-imagines the Middle Ages
ISBN: 9780415630917 / Angielski / Twarda / 298 str. Termin realizacji zamówienia: ok. 5-8 dni roboczych. Digital gaming's cultural significance is often minimized much in the same way that the Middle Ages are discounted as the backward and childish precursor to the modern period. Digital Gaming Reimagines the Middle Ages challenges both perceptions by examining how the Middle Ages have persisted into the contemporary world via digital games as well as analyzing how digital gaming translates, adapts, and remediates medieval stories, themes, characters, and tropes in interactive electronic environments. At the same time, the Middle Ages are reinterpreted according to contemporary... Digital gaming's cultural significance is often minimized much in the same way that the Middle Ages are discounted as the backward and childish pre... |
cena:
783,64 |
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Video Games and the Mind: Essays on Cognition, Affect and Emotion
ISBN: 9780786499090 / Angielski / Miękka / 224 str. Termin realizacji zamówienia: ok. 5-8 dni roboczych. Can a video game make you cry? Why do you relate to the characters and how do you engage with the storyworlds they inhabit? How is your body engaged in play? How are your actions guided by sociocultural norms and experiences?
Questions like these address a core aspect of digital gaming--the video game experience itself--and are of interest to many game scholars and designers. With psychological theories of cognition, affect and emotion as reference points, this collection of new essays offers various perspectives on how players think and feel about video games and how game design and...
Can a video game make you cry? Why do you relate to the characters and how do you engage with the storyworlds they inhabit? How is your body engaged i...
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cena:
221,82 |
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Digital Cityscapes: Merging Digital and Urban Playspaces
ISBN: 9781433105333 / Angielski / Twarda / 374 str. Termin realizacji zamówienia: ok. 5-8 dni roboczych. The convergence of smartphones, GPS, the Internet, and social networks has given rise to a playful, educational, and social media known as location-based and hybrid reality games. The essays in this book investigate this new phenomenon and provide a broad overview of the emerging field of location-aware mobile games, highlighting critical, social scientific, and design approaches to these types of games, and drawing attention to the social and cultural implications of mobile technologies in contemporary society. With a comprehensive approach that includes theory, design, and education, this...
The convergence of smartphones, GPS, the Internet, and social networks has given rise to a playful, educational, and social media known as location-ba...
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cena:
696,70 |
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Learning to Play: Exploring the Future of Education with Video Games
ISBN: 9781433112362 / Angielski / Twarda / 221 str. Termin realizacji zamówienia: ok. 5-8 dni roboczych. Over the past two decades, much attention has been given to the new media culture of video games, due to their unique features and pervasive nature among young people. This book critically examines the role of video games in education, arguing that they encourage strategic thinking, planning, communicating, negotiation skills, multi-tasking and group decision-making. It is also observed that video games promote higher levels of attention and concentration among players. The book contains multiple perspectives and presents thought-provoking ideas, innovative approaches, systemic exploration,...
Over the past two decades, much attention has been given to the new media culture of video games, due to their unique features and pervasive nature am...
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cena:
690,10 |
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Second Life, Media, and the Other Society
ISBN: 9781433106170 / Angielski / Twarda / 284 str. Termin realizacji zamówienia: ok. 5-8 dni roboczych. This book examines the convergence of media in the largest residential virtual community to date in the gaming world: Second Life. This user content driven platform has brought media makers and audiences together in interactive environments where news, entertainment, and art have become programming for virtual media networks with implications for traditional mainstream programming and distribution. New media moguls are emerging from Second Life and expanding to the larger Metaverse. This book explores media s role in reporting and reflecting the social, political, and economic issues within...
This book examines the convergence of media in the largest residential virtual community to date in the gaming world: Second Life. This user content d...
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cena:
690,10 |
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Second Life, Media, and the Other Society
ISBN: 9781433106163 / Angielski / Miękka / 284 str. Termin realizacji zamówienia: ok. 5-8 dni roboczych. This book examines the convergence of media in the largest residential virtual community to date in the gaming world: Second Life. This user content driven platform has brought media makers and audiences together in interactive environments where news, entertainment, and art have become programming for virtual media networks with implications for traditional mainstream programming and distribution. New media moguls are emerging from Second Life and expanding to the larger Metaverse. This book explores media s role in reporting and reflecting the social, political, and economic issues within...
This book examines the convergence of media in the largest residential virtual community to date in the gaming world: Second Life. This user content d...
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cena:
205,43 |
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Digital Cityscapes; Merging Digital and Urban Playspaces
ISBN: 9781433105326 / Angielski / Miękka / 374 str. Termin realizacji zamówienia: ok. 5-8 dni roboczych. The convergence of smartphones, GPS, the Internet, and social networks has given rise to a playful, educational, and social media known as location-based and hybrid reality games. The essays in this book investigate this new phenomenon and provide a broad overview of the emerging field of location-aware mobile games, highlighting critical, social scientific, and design approaches to these types of games, and drawing attention to the social and cultural implications of mobile technologies in contemporary society. With a comprehensive approach that includes theory, design, and education, this...
The convergence of smartphones, GPS, the Internet, and social networks has given rise to a playful, educational, and social media known as location-ba...
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cena:
225,47 |
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Learning to Play: Exploring the Future of Education with Video Games
ISBN: 9781433112355 / Angielski / Miękka / 221 str. Termin realizacji zamówienia: ok. 5-8 dni roboczych. Over the past two decades, much attention has been given to the new media culture of video games, due to their unique features and pervasive nature among young people. This book critically examines the role of video games in education, arguing that they encourage strategic thinking, planning, communicating, negotiation skills, multi-tasking and group decision-making. It is also observed that video games promote higher levels of attention and concentration among players. The book contains multiple perspectives and presents thought-provoking ideas, innovative approaches, systemic exploration,...
Over the past two decades, much attention has been given to the new media culture of video games, due to their unique features and pervasive nature am...
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cena:
205,43 |
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Leet Noobs: The Life and Death of an Expert Player Group in World of Warcraft
ISBN: 9781433116117 / Angielski / Twarda / 200 str. Termin realizacji zamówienia: ok. 5-8 dni roboczych. Leet Noobs documents, for over 10 months, a group of players in the online game World of Warcraft engaged in a 40-person joint activity known as raiding. Initially, the group was informal, a -family- that wanted to -hang out and have fun.- Before joining, each player had been recognized as expert in the game; within the group they had to adapt their expertise for the new joint task and align themselves to new group goals. Through their shared activity, members successfully established communication and material practices that changed as they had to renegotiate roles and...
Leet Noobs documents, for over 10 months, a group of players in the online game World of Warcraft engaged in a 40-person joint activity ...
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cena:
749,70 |
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Leet Noobs: The Life and Death of an Expert Player Group in World of Warcraft
ISBN: 9781433116100 / Angielski / Miękka / 200 str. Termin realizacji zamówienia: ok. 5-8 dni roboczych. Leet Noobs documents, for over 10 months, a group of players in the online game World of Warcraft engaged in a 40-person joint activity known as raiding. Initially, the group was informal, a -family- that wanted to -hang out and have fun.- Before joining, each player had been recognized as expert in the game; within the group they had to adapt their expertise for the new joint task and align themselves to new group goals. Through their shared activity, members successfully established communication and material practices that changed as they had to renegotiate roles and...
Leet Noobs documents, for over 10 months, a group of players in the online game World of Warcraft engaged in a 40-person joint activity ...
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cena:
198,59 |
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The Work of Play: Meaning-Making in Videogames
ISBN: 9781433109065 / Angielski / Twarda / 222 str. Termin realizacji zamówienia: ok. 5-8 dni roboczych. Some educational researchers claim that videogames can energize learning in both traditional and non-traditional contexts; cultivate skills more useful to a changing economy; and present information in ways more appealing to students. The notion of -serious games- dates back as early as the 1950s, but so far has failed to make a significant lasting impact on what goes on in education. The Work of Play is an attempt to describe such learning on the micro-level, capturing the moment-by-moment interactions between players and showing how meanings are shaped over time. It builds on...
Some educational researchers claim that videogames can energize learning in both traditional and non-traditional contexts; cultivate skills more usefu...
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cena:
749,70 |
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Good Video Games and Good Learning: Collected Essays on Video Games, Learning and Literacy
ISBN: 9780820497341 / Angielski / Twarda / 194 str. Termin realizacji zamówienia: ok. 5-8 dni roboczych. This book discusses a broad range of topics concerning video games, learning and literacy. These include the ways games can marry pleasure, learning and mastery through the sense of ownership, agency and control players enjoy when gaming, as well as controversial issues surrounding games. The book explores relationships between values, identity, content and learning, and focuses on how to understand and explain many young people s differential experiences of learning in gaming and schooling respectively."
This book discusses a broad range of topics concerning video games, learning and literacy. These include the ways games can marry pleasure, learning a...
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cena:
477,56 |
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Die Tryin': Videogames, Masculinity, Culture
ISBN: 9781433102424 / Angielski / Twarda / 169 str. Termin realizacji zamówienia: ok. 5-8 dni roboczych. Die Tryin traces the cultural connections between videogames, masculinity, and digital culture. It fuses feminist, psychoanalytic, Marxist, and poststructuralist theory to analyze the social imaginary that is produced by and produces a particular form of masculinity: boyhood. The author asserts that digital culture is a culturally and historically situated series of practices, products, and performances, all coalescing to produce a real and imagined masculinity that exists in perpetual adolescence, and is reflective of larger masculine edifices at work in politics and culture. Thus,...
Die Tryin traces the cultural connections between videogames, masculinity, and digital culture. It fuses feminist, psychoanalytic, Marxist, an...
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cena:
537,42 |
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Learning in Video Game Affinity Spaces
ISBN: 9781433109836 / Angielski / Miękka / 254 str. Termin realizacji zamówienia: ok. 5-8 dni roboczych. As video games have become an important economic and cultural force, scholars are increasingly trying to better understand the ways that engagement with games may drive learning, literacy, and social participation in the twenty-first century. In this book, the authors consider games and just as importantly, the social interactions around games, not in terms of how they should be managed or incorporated into existing educational structures, but for what they tell us about the forms of learning and literacy that are already instantiated within the use of these media. To this end, this book...
As video games have become an important economic and cultural force, scholars are increasingly trying to better understand the ways that engagement wi...
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cena:
212,28 |
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Learning in Video Game Affinity Spaces
ISBN: 9781433109843 / Angielski / Twarda / 254 str. Termin realizacji zamówienia: ok. 5-8 dni roboczych. As video games have become an important economic and cultural force, scholars are increasingly trying to better understand the ways that engagement with games may drive learning, literacy, and social participation in the twenty-first century. In this book, the authors consider games and just as importantly, the social interactions around games, not in terms of how they should be managed or incorporated into existing educational structures, but for what they tell us about the forms of learning and literacy that are already instantiated within the use of these media. To this end, this book...
As video games have become an important economic and cultural force, scholars are increasingly trying to better understand the ways that engagement wi...
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cena:
802,96 |
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The Work of Play: Meaning-Making in Videogames
ISBN: 9781433109058 / Angielski / Miękka / 222 str. Termin realizacji zamówienia: ok. 5-8 dni roboczych. Some educational researchers claim that videogames can energize learning in both traditional and non-traditional contexts; cultivate skills more useful to a changing economy; and present information in ways more appealing to students. The notion of -serious games- dates back as early as the 1950s, but so far has failed to make a significant lasting impact on what goes on in education. The Work of Play is an attempt to describe such learning on the micro-level, capturing the moment-by-moment interactions between players and showing how meanings are shaped over time. It builds on...
Some educational researchers claim that videogames can energize learning in both traditional and non-traditional contexts; cultivate skills more usefu...
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cena:
198,59 |
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Die Tryin'; Videogames, Masculinity, Culture
ISBN: 9781433100918 / Angielski / Miękka / 169 str. Termin realizacji zamówienia: ok. 5-8 dni roboczych. Die Tryin traces the cultural connections between videogames, masculinity, and digital culture. It fuses feminist, psychoanalytic, Marxist, and poststructuralist theory to analyze the social imaginary that is produced by and produces a particular form of masculinity: boyhood. The author asserts that digital culture is a culturally and historically situated series of practices, products, and performances, all coalescing to produce a real and imagined masculinity that exists in perpetual adolescence, and is reflective of larger masculine edifices at work in politics and culture. Thus,...
Die Tryin traces the cultural connections between videogames, masculinity, and digital culture. It fuses feminist, psychoanalytic, Marxist, an...
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cena:
185,40 |
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The Nature of Computer Games: Play as Semiosis
ISBN: 9780820467009 / Angielski / Miękka / 202 str. Termin realizacji zamówienia: ok. 5-8 dni roboczych. What is the nature of computer games, and what happens when we play them? This book describes human play as a semiotic process and computer game play as a fundamental act of human cognition, or -semiosis-. Offering one of the first fully articulated theories of computer games based on game play rather than game texts, The Nature of Computer Games mounts a serious challenge to literary critics, cultural theorists, and others who might assume computer game play is best understood with reference to preexisting social contexts. David Myers argues that computer game play displays a...
What is the nature of computer games, and what happens when we play them? This book describes human play as a semiotic process and computer game play ...
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cena:
128,27 |
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Design, Utilization, and Analysis of Simulations and Game-Based Educational Worlds
ISBN: 9781466640184 / Angielski / Twarda / 362 str. Termin realizacji zamówienia: ok. 5-8 dni roboczych. Games and simulations have emerged as new and effective tools for educational learning by providing interactivity and integration with online resources that are typically unavailable with traditional educational resources. Design, Utilization, and Analysis of Simulations and Game-Based Educational Worlds presents developments and evaluations of games and computer-mediated simulations in order to showcase a better understanding of the role of electronic games in multiple studies. This book is useful for researchers, practitioners, and policymakers to gain a deeper comprehension of the...
Games and simulations have emerged as new and effective tools for educational learning by providing interactivity and integration with online resource...
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cena:
896,90 |