LEADER 01323nam0-22002891--450- 001 990008136060403321 005 20130220123011.0 035 $a000813606 035 $aFED01000813606 035 $a(Aleph)000813606FED01 035 $a000813606 100 $a20050624d1712----km-y0itay50------ba 101 0 $alat 102 $aIT 105 $ay-------001yy 200 1 $aFrancisci Maradei ... Animadversiones in suis observationibus ad singularia rerum practicabilium, & judicatarum Philippi sui patris ... Accedit denique Tractatus analyticus criminalis de poenis delictorum. Cum indicibus locupletissimis argumentorum, materiarum, & poenarum 210 $aNeapoli$cex typographia Felicis Mosca$csumptibus Nicolai et Vincentii Rispoli$d1712 215 $a[22], 336, [36] p.$d33 cm 700 1$aMaradei,$bFrancesco$f< -1720c.>$0287840 702 1$aMaradei,$bFilippo 801 0$aIT$bUNINA$gRICA$2UNIMARC 901 $aAQ 912 $a990008136060403321 952 $aV Oa 116$b15758$fFGBC 959 $aFGBC 996 $aFrancisci Maradei ... Animadversiones in suis observationibus ad singularia rerum practicabilium, & judicatarum Philippi sui patris ... Accedit denique Tractatus analyticus criminalis de poenis delictorum. 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Leahy and T.H. Thompson 210 1$a[Reston, Va.] :$cU.S. Geological Survey,$d1994. 225 1 $aU.S. Geological Survey open-file report ;$v94-70 300 $aTitle from online title screen. 606 $aWater quality$zUnited States 615 0$aWater quality 700 $aLeahy$b P. Patrick$01384508 701 $aThompson$b T. 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Metagaming: Videogames and the Practice of Play -- 1. About, Within, Around, Without: A Survey of Six Metagames -- Metagame 2: Triforce -- 2. Stretched Skulls: Anamorphic Games and the Memento Mortem Mortis -- Metagame 3: Memento Mortem Mortis -- 3. Blind Spots: The Phantom Pain, The Helen Keller Simulator, and Blindrunning -- Metagame 4: It Is Pitch Black -- 4. Hundred Thousand Billion Fingers: A Serial History of Super Mario Bros. -- Metagame 5: 99 Exercises in Style -- 5. The Turn of the Tide: E-Sports, Moneyball, and the Undercurrency in Dota 2 -- Metagame 6: Tide Hunter -- 6. Breaking the Metagame: Feminist Spoilsports and Magic Circle Jerks -- Acknowledgments -- Notes -- Bibliography -- Gameography -- Index. 330 $a"The greatest trick the videogame industry ever pulled was convincing the world that videogames were games rather than a medium for making metagames. Elegantly defined as "games about games," metagames implicate a diverse range of practices that stray outside the boundaries and bend the rules: from technical glitches and forbidden strategies to Renaissance painting, algorithmic trading, professional sports, and the War on Terror. In Metagaming, Stephanie Boluk and Patrick LeMieux demonstrate how games always extend beyond the screen, and how modders, mappers, streamers, spectators, analysts, and artists are changing the way we play. Metagaming uncovers these alternative histories of play by exploring the strange experiences and unexpected effects that emerge in, on, around, and through videogames. Players puzzle through the problems of perspectival rendering in Portal, perform clandestine acts of electronic espionage in EVE Online, compete and commentate in Korean StarCraft, and speedrun The Legend of Zelda in record times (with or without the use of vision). Companies like Valve attempt to capture the metagame through international e-sports and online marketplaces while the corporate history of Super Mario Bros. is undermined by the endless levels of Infinite Mario, the frustrating pranks of Asshole Mario, and even Super Mario Clouds, a ROM hack exhibited at the Whitney Museum of American Art. One of the only books to include original software alongside each chapter, Metagaming transforms videogames from packaged products into instruments, equipment, tools, and toys for intervening in the sensory and political economies of everyday life. And although videogames conflate the creativity, criticality, and craft of play with the act of consumption, we don't simply play videogames--we make metagames"--$cProvided by publisher. 410 0$aElectronic mediations ;$v53. 606 $aSOCIAL SCIENCE / Popular Culture$2bisacsh 606 $aCOMPUTERS / Social Aspects / General$2bisacsh 606 $aGAMES / Video & Electronic$2bisacsh 606 $aVideo games$xDesign 606 $aVideo games industry$xSocial aspects 606 $aVideo games$xSocial aspects 615 7$aSOCIAL SCIENCE / Popular Culture. 615 7$aCOMPUTERS / Social Aspects / General. 615 7$aGAMES / Video & Electronic. 615 0$aVideo games$xDesign. 615 0$aVideo games industry$xSocial aspects. 615 0$aVideo games$xSocial aspects. 676 $a794.8 686 $aGAM013000$aCOM079000$aSOC022000$2bisacsh 700 $aBoluk$b Stephanie$f1979-$01074149 702 $aLeMieux$b Patrick$f1984- 801 0$bMdBmJHUP 801 1$bMdBmJHUP 906 $aBOOK 912 $a9910389554303321 996 $aMetagaming$92571535 997 $aUNINA 999 $p$90.00$u10/09/2019$5Soc LEADER 01354nam0 22002891i 450 001 UON00405699 005 20231205104717.239 100 $a20120227d1924 |0itac50 ba 101 $acze 102 $aCZ 105 $a|||| 1|||| 200 1 $aO puvodu jmena zizka$fnapsal Karel Titz 210 $aBrno$cFilosoficka Fakulta$d1924 215 $a53 p.$d22 cm. 316 $ail presente volume č stato rilegato insieme ad altri testi.$5IT-UONSI SLFL26/0046(e) 410 1$1001UON00398612$12001 $aSpisy Filosofické Fakulty Masarykovy University v Brn?$dOpera Facultatis Philosophicae Universitatis Masarykianae Brunensis$f?ídí Jul. 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