The machinima reader / / edited by Henry Lowood and Michael Nitsche |
Pubbl/distr/stampa | Cambridge, Mass., : MIT Press, 2011 |
Descrizione fisica | 1 online resource (356 p.) |
Disciplina | 778.5/3 |
Altri autori (Persone) |
LowoodHenry
NitscheMichael <1968-> |
Soggetto topico |
Machinima films
Digital cinematography |
Soggetto non controllato |
GAME STUDIES/General
ARTS/Photography & Film/General SOCIAL SCIENCES/Media Studies |
ISBN |
0-262-29492-3
1-283-14806-4 9786613148063 0-262-29536-9 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Contents; Introduction; I Reflections; 1 Video Capture; 2 From Game Mod to Low-Budget Film; 3 Arrested Development; II Technology; 4 Toward a Machinima Studio; 5 Image Future; 6 Tangible Narratives; III Performance; 7 Machinima as Media; 8 Encoding Liveness; 9 Machinima: From Art Object to Cultural Practice; 10 Of Games and Gestures; IV Machine Cinema; 11 How Do You Solve a Problem Like Machinima?; 12 Machinimatic Realism; 13 Undefining Machinima; V Pedagogy; 14 Everything I Need to Know about Filmmaking I Learned from Playing Video Games; 15 Machinima and Modding; VI Context
16 Pink vs. Blue17 Participatory Fan Culture and Half-Life 2 Machinima; 18 Don't Mess with The Warriors; Contributors; Index |
Record Nr. | UNINA-9910781209303321 |
Cambridge, Mass., : MIT Press, 2011 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
The machinima reader / / edited by Henry Lowood and Michael Nitsche |
Pubbl/distr/stampa | Cambridge, Mass., : MIT Press, 2011 |
Descrizione fisica | 1 online resource (356 p.) |
Disciplina | 778.5/3 |
Altri autori (Persone) |
LowoodHenry
NitscheMichael <1968-> |
Soggetto topico |
Machinima films
Digital cinematography |
Soggetto non controllato |
GAME STUDIES/General
ARTS/Photography & Film/General SOCIAL SCIENCES/Media Studies |
ISBN |
0-262-29492-3
1-283-14806-4 9786613148063 0-262-29536-9 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Contents; Introduction; I Reflections; 1 Video Capture; 2 From Game Mod to Low-Budget Film; 3 Arrested Development; II Technology; 4 Toward a Machinima Studio; 5 Image Future; 6 Tangible Narratives; III Performance; 7 Machinima as Media; 8 Encoding Liveness; 9 Machinima: From Art Object to Cultural Practice; 10 Of Games and Gestures; IV Machine Cinema; 11 How Do You Solve a Problem Like Machinima?; 12 Machinimatic Realism; 13 Undefining Machinima; V Pedagogy; 14 Everything I Need to Know about Filmmaking I Learned from Playing Video Games; 15 Machinima and Modding; VI Context
16 Pink vs. Blue17 Participatory Fan Culture and Half-Life 2 Machinima; 18 Don't Mess with The Warriors; Contributors; Index |
Record Nr. | UNINA-9910809127903321 |
Cambridge, Mass., : MIT Press, 2011 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Persuasive games : the expressive power of videogames / / Ian Bogost |
Autore | Bogost Ian |
Pubbl/distr/stampa | Cambridge, Mass., : MIT Press, ©2007 |
Descrizione fisica | 1 online resource (463 p.) |
Disciplina | 794.8 |
Soggetto topico |
Video games - Social aspects
Persuasion (Rhetoric) |
Soggetto non controllato |
GAME STUDIES/General
GAME STUDIES/Game History SOCIAL SCIENCES/Media Studies |
ISBN |
0-262-26194-4
1-282-10078-5 9786612100789 0-262-26891-4 1-4294-8028-9 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Procedural rhetoric -- Political processes -- Ideological frames -- Digital democracy -- Advertising logic -- Licensing and product placement -- Advergames -- Procedural literacy -- Values and aspirations -- Exercise -- Purposes of persuasion. |
Record Nr. | UNINA-9910777770403321 |
Bogost Ian | ||
Cambridge, Mass., : MIT Press, ©2007 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Persuasive games : the expressive power of videogames / / Ian Bogost |
Autore | Bogost Ian |
Pubbl/distr/stampa | Cambridge, Mass., : MIT Press, ©2007 |
Descrizione fisica | 1 online resource (463 p.) |
Disciplina | 794.8 |
Soggetto topico |
Video games - Social aspects
Persuasion (Rhetoric) |
Soggetto non controllato |
GAME STUDIES/General
GAME STUDIES/Game History SOCIAL SCIENCES/Media Studies |
ISBN |
0-262-26194-4
1-282-10078-5 9786612100789 0-262-26891-4 1-4294-8028-9 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Procedural rhetoric -- Political processes -- Ideological frames -- Digital democracy -- Advertising logic -- Licensing and product placement -- Advergames -- Procedural literacy -- Values and aspirations -- Exercise -- Purposes of persuasion. |
Record Nr. | UNINA-9910827705803321 |
Bogost Ian | ||
Cambridge, Mass., : MIT Press, ©2007 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Playing with sound : a theory of interacting with sound and music in video games / / Karen Collins |
Autore | Collins Karen <1973-> |
Pubbl/distr/stampa | Cambridge, Massachusetts : , : The MIT Press, , [2013] |
Descrizione fisica | 1 online resource (199 p.) |
Disciplina | 006.7 |
Soggetto topico |
Interactive multimedia
Video games |
Soggetto non controllato |
GAME STUDIES/General
COMPUTER SCIENCE/Computer Music DESIGN/Interactive Design |
ISBN |
0-262-31230-1
0-262-31229-8 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Contents; Preface; Acknowledgments; Introduction; How Is Interacting with Sound Different from Listening to Sound?; The Sound of Music; Interacting with and Listening To; Game Players: An Interactive Audience; Game Players: An Embodied Cognition Approach to Audience; Chapter 1: Interacting with Sound; Schizophonia; Synchresis; Kinesonic Synchresis; Kinesonic Congruence and the Player; Chapter 2: Being in the Game; Extension and Incorporation; Self-Produced Sound; Sonic Game Space; Spatial Sonic Embodiment in the Game; Chapter 3: Sound at the Borders; Posing and Playing
Voice and Role-Play in GamesAlternate-Reality Games; New Sonic Boundaries; Chapter 4: Embodying Game Sound in Performance; Performing Music in Games; Performing to Music in Games; Performing Game Music; Creating Music from the Game; Interacting with the Game as Instrument; Chapter 5: The Second Life of Game Sound; Sonic Modification and Player-Generated Content; Modding Game Sound; Art Mods; Player-Generated Content; Conclusions; Future Directions in Interactive Sound Studies; Notes; References; Audiovisual References; Index |
Record Nr. | UNINA-9910786136503321 |
Collins Karen <1973-> | ||
Cambridge, Massachusetts : , : The MIT Press, , [2013] | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Playing with sound : a theory of interacting with sound and music in video games / / Karen Collins |
Autore | Collins Karen <1973-> |
Pubbl/distr/stampa | Cambridge, Massachusetts : , : The MIT Press, , [2013] |
Descrizione fisica | 1 online resource (199 p.) |
Disciplina | 006.7 |
Soggetto topico |
Interactive multimedia
Video games |
Soggetto non controllato |
GAME STUDIES/General
COMPUTER SCIENCE/Computer Music DESIGN/Interactive Design |
ISBN |
0-262-31230-1
0-262-31229-8 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Contents; Preface; Acknowledgments; Introduction; How Is Interacting with Sound Different from Listening to Sound?; The Sound of Music; Interacting with and Listening To; Game Players: An Interactive Audience; Game Players: An Embodied Cognition Approach to Audience; Chapter 1: Interacting with Sound; Schizophonia; Synchresis; Kinesonic Synchresis; Kinesonic Congruence and the Player; Chapter 2: Being in the Game; Extension and Incorporation; Self-Produced Sound; Sonic Game Space; Spatial Sonic Embodiment in the Game; Chapter 3: Sound at the Borders; Posing and Playing
Voice and Role-Play in GamesAlternate-Reality Games; New Sonic Boundaries; Chapter 4: Embodying Game Sound in Performance; Performing Music in Games; Performing to Music in Games; Performing Game Music; Creating Music from the Game; Interacting with the Game as Instrument; Chapter 5: The Second Life of Game Sound; Sonic Modification and Player-Generated Content; Modding Game Sound; Art Mods; Player-Generated Content; Conclusions; Future Directions in Interactive Sound Studies; Notes; References; Audiovisual References; Index |
Record Nr. | UNINA-9910819822403321 |
Collins Karen <1973-> | ||
Cambridge, Massachusetts : , : The MIT Press, , [2013] | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Racing the beam : the Atari video computer system / / Nick Montfort and Ian Bogost |
Autore | Montfort Nick |
Pubbl/distr/stampa | Cambridge, Mass., : MIT Press, ©2009 |
Descrizione fisica | 1 online resource (193 p.) |
Disciplina | 794.8 |
Altri autori (Persone) | BogostIan |
Collana | Platform studies |
Soggetto topico |
Computer games - Programming
Video games - Equipment and supplies Atari 2600 (Video game console) Video games - United States - History |
Soggetto non controllato |
GAME STUDIES/General
DIGITAL HUMANITIES & NEW MEDIA/General SOCIAL SCIENCES/Media Studies |
ISBN |
0-262-26152-9
0-262-25493-X |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Contents; Series Foreword; Acknowledgments; Timeline; 1 Stella; 2 Combat; 3 Adventure; 4 Pac-Man; 5 Yars' Revenge; 6 Pitfall!; 7 Star Wars: The Empire Strikes Back; 8 After the Crash; Afterword on Platform Studies; Notes; Bibliography; Index |
Record Nr. | UNINA-9910782856503321 |
Montfort Nick | ||
Cambridge, Mass., : MIT Press, ©2009 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Racing the beam : the Atari video computer system / / Nick Montfort and Ian Bogost |
Autore | Montfort Nick |
Pubbl/distr/stampa | Cambridge, Mass., : MIT Press, ©2009 |
Descrizione fisica | 1 online resource (193 p.) |
Disciplina | 794.8 |
Altri autori (Persone) | BogostIan |
Collana | Platform studies |
Soggetto topico |
Computer games - Programming
Video games - Equipment and supplies Atari 2600 (Video game console) Video games - United States - History |
Soggetto non controllato |
GAME STUDIES/General
DIGITAL HUMANITIES & NEW MEDIA/General SOCIAL SCIENCES/Media Studies |
ISBN |
0-262-26152-9
0-262-25493-X |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Contents; Series Foreword; Acknowledgments; Timeline; 1 Stella; 2 Combat; 3 Adventure; 4 Pac-Man; 5 Yars' Revenge; 6 Pitfall!; 7 Star Wars: The Empire Strikes Back; 8 After the Crash; Afterword on Platform Studies; Notes; Bibliography; Index |
Record Nr. | UNINA-9910807636403321 |
Montfort Nick | ||
Cambridge, Mass., : MIT Press, ©2009 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Raising the stakes : e-sports and the professionalization of computer gaming / / T.L. Taylor |
Autore | Taylor T. L |
Pubbl/distr/stampa | Cambridge, Mass., : MIT Press, ©2012 |
Descrizione fisica | 1 online resource (333 pages) |
Disciplina | 796.0285 |
Soggetto topico |
Computer games - Social aspects
Sports - Sociological aspects Sports - Psychological aspects Video games Competition (Psychology) Sports - Computer network resources |
Soggetto non controllato |
SOCIAL SCIENCES/Media Studies
CULTURAL STUDIES/Popular Culture GAME STUDIES/General |
ISBN |
0-262-30047-8
1-280-49931-1 9786613594549 0-262-30126-1 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
""Contents""; ""Acknowledgments""; ""1 Playing for Keeps ""; ""Playing against Each Other""; ""Starting in Aarhus""; ""Korean Roots""; ""Researching E-sports""; ""Structure of the Book""; ""2 Computer Games as Professional Sport""; ""Materiality and Pro Computer Gaming""; ""Rules, Negotiation, and Play""; ""Pro Tournament Rule Structures""; ""Monitoring and Managing Competition""; ""Gambling and Money Games""; ""Growing Pains?""; ""3 Professionalizing Players""; ""From Fandom to LANs and Beyond""; ""Components of Pro Play""; ""Work and Play""; ""Socialization and Professionalism""
""Athletic Identification and Expression"" ""Gender and Pro Gaming""; ""Just for (White) Boys?""; ""Becoming Pro""; ""4 Growing an Industry""; ""Managing Play""; ""Funding Play""; ""Regulating Play""; ""Globalizing the Industry""; ""5 Spectatorship and Fandom""; ""Making Room for Spectatorship and Fandom in Game Studies""; ""The Nature of E-sports Fandom""; ""The Roar, and Whisper, of the Crowd""; ""Spectatorship: The Still Unsolved Challenge""; ""Broadcast Media Challenges""; ""E-Sports as Entertainment: CGS Case Study""; ""Commentators: Making Expertise Visible"" ""How Spectatorship Alters the Game and Players"" ""Circuit between Digital Games and Traditional Sports""; ""6 Conclusion""; ""Gamer Identity""; ""Mainstreaming""; ""Global Play""; ""Serious Leisure or Professional Play?""; ""Imagined Futures""; ""Assemblage, Cultural Sociology, and Computer Games""; ""Appendix: Standard Player Contract ""; ""Notes""; ""Bibliography""; ""Index"" |
Record Nr. | UNINA-9910790183603321 |
Taylor T. L | ||
Cambridge, Mass., : MIT Press, ©2012 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Raising the stakes : e-sports and the professionalization of computer gaming / / T.L. Taylor |
Autore | Taylor T. L |
Pubbl/distr/stampa | Cambridge, Mass., : MIT Press, ©2012 |
Descrizione fisica | 1 online resource (333 pages) |
Disciplina | 796.0285 |
Soggetto topico |
Computer games - Social aspects
Sports - Sociological aspects Sports - Psychological aspects Video games Competition (Psychology) Sports - Computer network resources |
Soggetto non controllato |
SOCIAL SCIENCES/Media Studies
CULTURAL STUDIES/Popular Culture GAME STUDIES/General |
ISBN |
0-262-30047-8
1-280-49931-1 9786613594549 0-262-30126-1 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
""Contents""; ""Acknowledgments""; ""1 Playing for Keeps ""; ""Playing against Each Other""; ""Starting in Aarhus""; ""Korean Roots""; ""Researching E-sports""; ""Structure of the Book""; ""2 Computer Games as Professional Sport""; ""Materiality and Pro Computer Gaming""; ""Rules, Negotiation, and Play""; ""Pro Tournament Rule Structures""; ""Monitoring and Managing Competition""; ""Gambling and Money Games""; ""Growing Pains?""; ""3 Professionalizing Players""; ""From Fandom to LANs and Beyond""; ""Components of Pro Play""; ""Work and Play""; ""Socialization and Professionalism""
""Athletic Identification and Expression"" ""Gender and Pro Gaming""; ""Just for (White) Boys?""; ""Becoming Pro""; ""4 Growing an Industry""; ""Managing Play""; ""Funding Play""; ""Regulating Play""; ""Globalizing the Industry""; ""5 Spectatorship and Fandom""; ""Making Room for Spectatorship and Fandom in Game Studies""; ""The Nature of E-sports Fandom""; ""The Roar, and Whisper, of the Crowd""; ""Spectatorship: The Still Unsolved Challenge""; ""Broadcast Media Challenges""; ""E-Sports as Entertainment: CGS Case Study""; ""Commentators: Making Expertise Visible"" ""How Spectatorship Alters the Game and Players"" ""Circuit between Digital Games and Traditional Sports""; ""6 Conclusion""; ""Gamer Identity""; ""Mainstreaming""; ""Global Play""; ""Serious Leisure or Professional Play?""; ""Imagined Futures""; ""Assemblage, Cultural Sociology, and Computer Games""; ""Appendix: Standard Player Contract ""; ""Notes""; ""Bibliography""; ""Index"" |
Record Nr. | UNINA-9910806966003321 |
Taylor T. L | ||
Cambridge, Mass., : MIT Press, ©2012 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|