LEADER 01059nam0-22003131i-450- 001 990005347280403321 005 20100512202034.0 035 $a000534728 035 $aFED01000534728 035 $a(Aleph)000534728FED01 035 $a000534728 100 $a19990604d1965----km-y0itay50------ba 101 0 $aita 102 $aIT 105 $af---e---00--- 200 1 $a<>Secchia Doria: una <> tardo-antica, contributo al problema dell'industria artistica di tradizione ellenistica in Egitto$fAndrea Carandini 210 $aRoma$cDe Luca$dC1965 215 $aVII, 45 p., 33 tav.$d29 cm 225 1 $aStudi miscellanei$v9 610 0 $aArcheologia 676 $a930.1$v21$zita 700 1$aCarandini,$bAndrea$035896 801 0$aIT$bUNINA$gRICA$2UNIMARC 901 $aBK 912 $a990005347280403321 952 $a930.1 STU 1 (9)$bARCH. 12605$fFLFBC 959 $aFLFBC 996 $aSecchia Doria: una tardo-antica, contributo al problema dell'industria artistica di tradizione ellenistica in Egitto$9598895 997 $aUNINA LEADER 05688nam 22006493 450 001 9910773612703321 005 20251122110534.0 010 $a1-04-084439-1 010 $a1-003-69450-0 010 $a90-485-5721-6 024 7 $a10.1515/9789048557219 035 $a(CKB)5850000000468870 035 $a(MiAaPQ)EBC31063341 035 $a(Au-PeEL)EBL31063341 035 $a(DE-B1597)671868 035 $a(DE-B1597)9789048557219 035 $a(OCoLC)1425816269 035 $a(OCoLC)1398208826 035 $a(ScCtBLL)93542e1c-109a-480e-927e-37365d40e17f 035 $a(MiAaPQ)EBC32407495 035 $a(Au-PeEL)EBL32407495 035 $a(MiAaPQ)EBC32407477 035 $a(ScCtBLL)96778b82-d64b-4a33-9de2-19c1ac0f098c 035 $a(OCoLC)1551394713 035 $a(EXLCZ)995850000000468870 100 $a20240131d2024 uy 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aEcogames $ePlayful Perspectives on the Climate Crisis 205 $aFirst edition. 210 1$aAmsterdam :$cAmsterdam University Press,$d2024. 210 4$d©2024. 215 $a1 online resource (614 pages) 225 0 $aGreen Media Series ;$vv.1. 311 08$a94-6372-119-3 327 $tFrontmatter -- $tTable of Contents -- $tEcogames: An Introduction -- $tPart I Today's Challenges: Games for Change -- $t1. Change for Games: On Sustainable Design Patterns for the (Digital) Future -- $t2. Do You Want to Set the World on Fire? Amplifying Player Agency to Demonstrate Alternatives to the Climate Crisis -- $t3. Between the Lines : Using Differential Game Analysis to Develop Environmental Thinking -- $t4. A Dynamic Engagement Model to Provide Ecological Awareness of the Climate Crisis through Video Games -- $t5. Postcoloniality, Ecocriticism and Lessons from the Playable Landscape -- $t6. No Cyclones in Age of Empires: Empire, Ecology, and Video Games -- $t7. Games for Better Futures : The Art and Joy of Making and Unmaking Societies -- $tPart II Future Worlds: New Imaginaries -- $t8. Climate-Game-Worlds : A Media-Aesthetic Look at the Depiction and Function of Climate in Computer Games -- $t9. Healing a Life out of Balance: Slowness and Ecosophy in Death Stranding -- $t10. Ecology in the Postapocalypse : Regenerative Play in the Metro Series and the Critical Dystopia -- $t11. There Is No Planet B : A Milieu-Specific Analysis of Outer Wilds' Unstable Spaces -- $t12. Green New Worlds? Ecology and Energy in Planetary Colonization Games -- $t13. Dark Play and the Flow Time of Petroculture in Oil-Themed Games -- $t14. The Underrealized Ecocritical Potential of ABZÛ -- $tPart III The Nonhuman Turn -- $t15. "Have You Ever Heard a Worm Sing?" : The Spectral Ecology of Kentucky Route Zero, Act V -- $t16. Hiding (in) the Tall Grass : Rethinking Background Assets in Video Game Plantscapes -- $t17. Symbiosis, or How to Make Kin in the Chthulucene -- $t18. Mutate or Die: Neo-Lamarckian Ecogames and Responsible Evolution -- $t19. No Man's Game : The Infinite Boredom of Procedurally Generated Environments -- $t20. Trans Ecologies in Digital Games and Contemporary Art -- $t21. The Earth's Prognosis: Doom and Transformation in Game Design -- $tPart IV Critical Metagaming Practices -- $t22. What Do We (NDNs) Do with Games? -- $t23. Imagining the Future: Game Hacking and Youth Climate Action -- $t24. Reframing the Backlog: Radical Slowness and Patient Gaming -- $t25. Material Infrastructures of Play : How the Games Industry Reimagines Itself in the Face of Climate Crisis -- $t26. Sustainable Fandom : Responsible Consumption and Play in Game Communities -- $t27. A Field Guide to Monsters: Practices of Wildlife Watching in Video Games -- $t28. Remediating Green Practices : Landscape Photography and Nature Documentary Filmmaking in Video Games -- $tIndex of Games -- $tIndex of Names -- $tIndex of Subjects 330 $aWith the climate crisis and its repercussions becoming more and more tangible, games are increasingly participating in the production, circulation, and interrogation of environmental assumptions, using both explicit and implicit ways of framing the crisis. Whether they are providing new spaces to imagine and practice alternative forms of living, or reproducing ecomodernist fantasies, games as well as player cultures are increasingly tuned in to the most pressing environmental concerns. This book brings together chapters by a diverse group of established and emerging authors to develop a growing body of scholarship that explores the shape, impact, and cultural context of ecogames. The book comprises four thematic sections, Today's Challenges: Games for Change, Future Worlds: New Imaginaries, The Nonhuman Turn, and Critical Metagaming Practices. Each section explores different aspects of ecocritical engagement in and through games. As a result, the book's comprehensive scope covers a variety of angles, methodologies, and case studies, significantly expanding the field of green media studies. 410 0$aGreen Media Series 606 $aNON-CLASSIFIABLE$2bisacsh 610 $aEcogames, games for change, future worlds, nonhuman epistemologies, metagaming practices. 615 7$aNON-CLASSIFIABLE. 676 $a793 686 $aAR 23100$qDE-Ofb1/24$2rvk 700 $aop de Beke$b Laura$01588132 701 $aRaessens$b Joost$01588133 701 $aWerning$b Stefan$01588134 701 $aFarca$b Gerald$f1983-$01588592 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910773612703321 996 $aEcogames$93882521 997 $aUNINA