LEADER 00783nam0 2200253 450 001 9910646100603321 005 20230530115110.0 010 $a9781855750333 100 $a20230216d2018----km y0itay50 ba 101 0 $aeng 102 $aGB 105 $ay 001yy 200 1 $aThrough pediatrics to psycho-analysis$fby D. W. Winnicott$gwith an introduction by M. Masud R. Khan 210 $aLondon ; New York$cRoutledge$d2018 215 $aL, 350 p.$d23 cm 700 1$aWinnicott,$bDonald Woods$f<1896-1971>$0154039 702 1$aKhan,$bM. Masud R. 801 0$aIT$bUNINA$gREICAT$2UNIMARC 901 $aBK 912 $a9910646100603321 952 $a150.1 WINN 07$b2022/1507$fFLFBC 959 $aFLFBC 996 $aThrough pediatrics to psycho-analysis$93005947 997 $aUNINA LEADER 03275nam 22006854a 450 001 9910953336603321 005 20251127173525.0 010 $a1-134-70836-X 010 $a1-134-70837-8 010 $a1-280-32848-7 010 $a0-203-13520-2 010 $a0-203-17181-0 024 7 $a10.4324/9780203135204 035 $a(CKB)1000000000256011 035 $a(EBL)165889 035 $a(OCoLC)48137948 035 $a(SSID)ssj0000312813 035 $a(PQKBManifestationID)11229685 035 $a(PQKBTitleCode)TC0000312813 035 $a(PQKBWorkID)10332509 035 $a(PQKB)11032769 035 $a(MiAaPQ)EBC165889 035 $a(Au-PeEL)EBL165889 035 $a(CaPaEBR)ebr5001435 035 $a(CaONFJC)MIL32848 035 $a(EXLCZ)991000000000256011 100 $a20000629d2000 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aVisual digital culture $esurface play and spectacle in new media genres /$fAndrew Darley 205 $a1st ed. 210 $aLondon ;$aNew York $cRoutledge$d2000 215 $a1 online resource (241 p.) 225 1 $aSussex studies in culture and communication 300 $aDescription based upon print version of record. 311 08$a0-415-16555-5 311 08$a0-415-16554-7 320 $aIncludes bibliographical references (p. 207-215) and index. 327 $aBook Cover; Title; Contents; List of illustrations; Acknowledgements; Introduction; History; A back story: realism, simulation, interaction; Genealogy and tradition: mechanised spectacle as popular entertainment; Shaping tradition: the contemporary context; Aesthetics; Simulation and hyperrealism: computer animation and TV advertisements; The waning of narrative: new spectacle cinema and music video; The digital image in 'the age of the signifier'; Spectators; Games and rides: surfing the image; Surface play and spaces of consumption; Active spectators?; Exhibiting spectacle (and style) 327 $aConclusionNotes; Bibliography; Author index; Subject index 330 $aDigital entertainment, from video games to simulation rides, is now a central feature of popular culture. Computer-based or digital technologies are supplanting the traditional production methods of television, film and video, provoking intense speculation about their impact on the character of art. Examining the digital imaging techniques across a wide range of media, including film, music video, computer games, theme parks and simulation rides, Visual Digital Culture explores the relationship between evolving digital technologies and existing media and considers the effect of these 410 0$aSussex studies in culture and communication. 606 $aVideo games$xSocial aspects 606 $aVideo games$xSocial aspects 606 $aVideo recordings$xSocial aspects 615 0$aVideo games$xSocial aspects. 615 0$aVideo games$xSocial aspects. 615 0$aVideo recordings$xSocial aspects. 676 $a306.4/87 700 $aDarley$b Andrew$0627685 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910953336603321 996 $aVisual digital culture$92677389 997 $aUNINA