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Alternate reality games and the cusp of digital gameplay / / edited by Antero Garcia and Greg Niemeyer
Alternate reality games and the cusp of digital gameplay / / edited by Antero Garcia and Greg Niemeyer
Pubbl/distr/stampa New York : , : Bloomsbury Academic, , 2017
Descrizione fisica 1 online resource (353 pages) : illustrations, photographs
Disciplina 794.8/1536
Collana Approaches to digital game studies
Soggetto topico Game-based learning
Shared virtual environments
Video games - Design
ISBN 1-5013-1627-3
1-5013-1625-7
1-5013-1626-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto From alternate to alternative reality : games as cultural probes -- Patrick Jagoda, Melissa Gilliam, Peter McDonald, and Ashlyn Sparrow -- The game did not take place : this is not a game and blurring the lines of fiction -- Alan Hook -- Alternate reality games for learning : a frame by frame analysis -- Anthony Pellicone, Elizabeth Bonsignore, Kathryn Kaczmarek, Kari Kraus, June Ahn, & Derek Hansen -- Promotional alternate reality games and the TINAG philosophy -- Stephanie Janes -- The coachella disaster : how the puppet masters of art of the h3ist pulled a victory from the jaws of defeat -- Burcu S. Bakiolu -- Designing and playing peer-produced ARGs in the primary classroom : supporting literacies through play -- Angela Colvert -- Games beyond the arg -- Jeff Watson -- Methods : studying alternate reality games as virtual worlds -- Calvin Johns -- A typology to describe alternate reality games for cultural contexts -- Diane Dufort and Federico Tajariol -- Sociability by design in an alternate reality game : the case of the Trail -- Roinioti Elina, Pandia Eleana, Skarpelos Yannis -- Ingress : a restructuring of the ARG or a new genre? : an ethnography of enlightened and resistance factions in Brazil -- Thaiane Moreira de Oliveira.
Record Nr. UNINA-9910511382203321
New York : , : Bloomsbury Academic, , 2017
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Alternate reality games and the cusp of digital gameplay / / edited by Antero Garcia and Greg Niemeyer
Alternate reality games and the cusp of digital gameplay / / edited by Antero Garcia and Greg Niemeyer
Pubbl/distr/stampa New York : , : Bloomsbury Academic, , 2017
Descrizione fisica 1 online resource (353 pages) : illustrations, photographs
Disciplina 794.8/1536
Collana Approaches to digital game studies
Soggetto topico Game-based learning
Shared virtual environments
Video games - Design
ISBN 1-5013-1627-3
1-5013-1625-7
1-5013-1626-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto From alternate to alternative reality : games as cultural probes -- Patrick Jagoda, Melissa Gilliam, Peter McDonald, and Ashlyn Sparrow -- The game did not take place : this is not a game and blurring the lines of fiction -- Alan Hook -- Alternate reality games for learning : a frame by frame analysis -- Anthony Pellicone, Elizabeth Bonsignore, Kathryn Kaczmarek, Kari Kraus, June Ahn, & Derek Hansen -- Promotional alternate reality games and the TINAG philosophy -- Stephanie Janes -- The coachella disaster : how the puppet masters of art of the h3ist pulled a victory from the jaws of defeat -- Burcu S. Bakiolu -- Designing and playing peer-produced ARGs in the primary classroom : supporting literacies through play -- Angela Colvert -- Games beyond the arg -- Jeff Watson -- Methods : studying alternate reality games as virtual worlds -- Calvin Johns -- A typology to describe alternate reality games for cultural contexts -- Diane Dufort and Federico Tajariol -- Sociability by design in an alternate reality game : the case of the Trail -- Roinioti Elina, Pandia Eleana, Skarpelos Yannis -- Ingress : a restructuring of the ARG or a new genre? : an ethnography of enlightened and resistance factions in Brazil -- Thaiane Moreira de Oliveira.
Record Nr. UNINA-9910792900103321
New York : , : Bloomsbury Academic, , 2017
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Alternate reality games and the cusp of digital gameplay / / edited by Antero Garcia and Greg Niemeyer
Alternate reality games and the cusp of digital gameplay / / edited by Antero Garcia and Greg Niemeyer
Pubbl/distr/stampa New York : , : Bloomsbury Academic, , 2017
Descrizione fisica 1 online resource (353 pages) : illustrations, photographs
Disciplina 794.8/1536
Collana Approaches to digital game studies
Soggetto topico Game-based learning
Shared virtual environments
Video games - Design
ISBN 1-5013-1627-3
1-5013-1625-7
1-5013-1626-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto From alternate to alternative reality : games as cultural probes -- Patrick Jagoda, Melissa Gilliam, Peter McDonald, and Ashlyn Sparrow -- The game did not take place : this is not a game and blurring the lines of fiction -- Alan Hook -- Alternate reality games for learning : a frame by frame analysis -- Anthony Pellicone, Elizabeth Bonsignore, Kathryn Kaczmarek, Kari Kraus, June Ahn, & Derek Hansen -- Promotional alternate reality games and the TINAG philosophy -- Stephanie Janes -- The coachella disaster : how the puppet masters of art of the h3ist pulled a victory from the jaws of defeat -- Burcu S. Bakiolu -- Designing and playing peer-produced ARGs in the primary classroom : supporting literacies through play -- Angela Colvert -- Games beyond the arg -- Jeff Watson -- Methods : studying alternate reality games as virtual worlds -- Calvin Johns -- A typology to describe alternate reality games for cultural contexts -- Diane Dufort and Federico Tajariol -- Sociability by design in an alternate reality game : the case of the Trail -- Roinioti Elina, Pandia Eleana, Skarpelos Yannis -- Ingress : a restructuring of the ARG or a new genre? : an ethnography of enlightened and resistance factions in Brazil -- Thaiane Moreira de Oliveira.
Record Nr. UNINA-9910810738403321
New York : , : Bloomsbury Academic, , 2017
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
BioShock and philosophy : irrational game, rational book / / edited by Luke Cuddy
BioShock and philosophy : irrational game, rational book / / edited by Luke Cuddy
Pubbl/distr/stampa Chichester, England : , : Wiley Blackwell, , 2015
Descrizione fisica 1 online resource (161 pages)
Disciplina 794.8/1536
Collana Blackwell Philosophy and Pop Culture Series
Soggetto topico Video games - Philosophy
Video games - Design
ISBN 1-118-91588-7
1-118-91587-9
Classificazione PHI000000
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Machine generated contents note: Hacking Into This Book (Introduction) Luke Cuddy Level 1 Research Bonus: Increased Wisdom Capacity 1: BioShock's Meta-Narrative: What BioShock Teaches the Gamer about Gaming Collin Pointon 2: The Value of Art in BioShock: Ayn Rand, Emotion, and Choice Jason Rose 3: SHODAN vs. The Many--or--Mind vs. The Body Robert M. Mentyka 4: "The Cage is Somber:" A Feminist Understanding of Elizabeth Catlyn Origitano Tears, Time, and Reality 5: Rapture in a Physical World: Did Andrew Ryan Choose the Impossible? James Cook 6: Would You Kindly Bring us the Girl and Wipe Away the Debt: Free Will and Moral Responsibility in BioShock Infinite Oliver Laas 7: BioShock as Plato's Cave Roger Travis 8: BioShock Infinite and Transworld Individuality: Identity Across Space and Time Charles Joshua Horn 9: Shockingly Limited: Escaping Columbia's God of Necessity Scott Squires and James McBain The "Union" and the Sodom Below 10: "The Bindings are There as a Safeguard:" Sovereignty and Political Decisions in BioShock Infinite Rick Elmore 11: Propaganda, Lies, and Bullshit in BioShock's Rapture Rachel McKinnon 12: The Vox Populi Group, Marx, and Equal Rights for All Tyler DeHaven and Chris Hendrickson The Circus of Values 13: Infinite Lighthouses, Infinite Stories: BioShock and the Aesthetics of Video Game Storytelling Laszlo Kajtar 14: Have You Ever Been To Rapture? BioShock as an Introduction to Phenomenology Stefan Schevelier 15: "Evolve today!" Human Enhancement Technologies in the BioShock Universe Simon Ledder 16: Vending Machine Values: Buying Beauty and Morality in BioShock Michael J. Muniz .
Record Nr. UNINA-9910131288803321
Chichester, England : , : Wiley Blackwell, , 2015
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
BioShock and philosophy : irrational game, rational book / / edited by Luke Cuddy
BioShock and philosophy : irrational game, rational book / / edited by Luke Cuddy
Pubbl/distr/stampa Chichester, England : , : Wiley Blackwell, , 2015
Descrizione fisica 1 online resource (161 pages)
Disciplina 794.8/1536
Collana Blackwell Philosophy and Pop Culture Series
Soggetto topico Video games - Philosophy
Video games - Design
ISBN 1-118-91588-7
1-118-91587-9
Classificazione PHI000000
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Machine generated contents note: Hacking Into This Book (Introduction) Luke Cuddy Level 1 Research Bonus: Increased Wisdom Capacity 1: BioShock's Meta-Narrative: What BioShock Teaches the Gamer about Gaming Collin Pointon 2: The Value of Art in BioShock: Ayn Rand, Emotion, and Choice Jason Rose 3: SHODAN vs. The Many--or--Mind vs. The Body Robert M. Mentyka 4: "The Cage is Somber:" A Feminist Understanding of Elizabeth Catlyn Origitano Tears, Time, and Reality 5: Rapture in a Physical World: Did Andrew Ryan Choose the Impossible? James Cook 6: Would You Kindly Bring us the Girl and Wipe Away the Debt: Free Will and Moral Responsibility in BioShock Infinite Oliver Laas 7: BioShock as Plato's Cave Roger Travis 8: BioShock Infinite and Transworld Individuality: Identity Across Space and Time Charles Joshua Horn 9: Shockingly Limited: Escaping Columbia's God of Necessity Scott Squires and James McBain The "Union" and the Sodom Below 10: "The Bindings are There as a Safeguard:" Sovereignty and Political Decisions in BioShock Infinite Rick Elmore 11: Propaganda, Lies, and Bullshit in BioShock's Rapture Rachel McKinnon 12: The Vox Populi Group, Marx, and Equal Rights for All Tyler DeHaven and Chris Hendrickson The Circus of Values 13: Infinite Lighthouses, Infinite Stories: BioShock and the Aesthetics of Video Game Storytelling Laszlo Kajtar 14: Have You Ever Been To Rapture? BioShock as an Introduction to Phenomenology Stefan Schevelier 15: "Evolve today!" Human Enhancement Technologies in the BioShock Universe Simon Ledder 16: Vending Machine Values: Buying Beauty and Morality in BioShock Michael J. Muniz .
Record Nr. UNINA-9910814136203321
Chichester, England : , : Wiley Blackwell, , 2015
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Cinematic game secrets for creative directors and producers : inspired techniques from industry legends / / Rich Newman
Cinematic game secrets for creative directors and producers : inspired techniques from industry legends / / Rich Newman
Autore Newman Rich
Edizione [1st edition]
Pubbl/distr/stampa New York : , : Focal Press, , 2013
Descrizione fisica 1 online resource (233 p.)
Disciplina 794.8/1536
Soggetto topico Video games - Design
Cinematography - Special effects
Soggetto genere / forma Electronic books.
ISBN 1-136-13853-6
1-136-13854-4
1-282-76913-8
9786612769139
0-08-092805-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Front Cover; Cinematic Game Secrets for Creative Directors and Producers; Copyright Page; Contents; Introduction; What is Cinematic?; Part 1: Game Industry Primer; Chapter 1.The Production Process; 1.1 Lifecycle of a Video Game; 1.2 Types of Games; 1.3 Brainstorming and Initial Decisions; 1.4 Using Game Theory; Interview,Game Design and Theory: Noah Falstein, Game Developer Magazine; Chapter 2. Understanding Preproduction; 2.1 Script Development; 2.2 Hiring the Crew; 2.3 Learning to Scrum; 2.4 Iterative and Waterfall Development Models; 2.5 Project Management; 2.6 Budgeting; 2.7 Scheduling
Interview: Warren Spector, Founder, Junction Point StudiosChapter 3. Production in the Game Industry; 3.1 Technology and Tools; 3.2 Design Production; 3.3 Art Production; 3.4 Engineering Production; 3.5 The Team; 3.6 Sound Design; 3.7 Motion Capture and Voiceover; 3.8 Testing and Quality Assurance; Interview: Ray Pena, Senior Animator, Spacetime Studios; Chapter 4. Postproduction; 4.1 Code Release and Gold Master; 4.2 Builds and Localization; 4.3 Marketing and PR; 4.4 Rating Systems, Demos, and Guides; 4.5 Archiving; Interview: Ron Burke, Director/Founder of GamingTrend
Part 2: Incorporating Cinematic SkillsChapter 5. Writer; 5.1 Format and Script Development; 5.2 Character Development; 5.3 Themes and Symbolism; 5.4 Structure; 5.5 Three-Act Structure; 5.6 Style; Interview: Daniel Erickson, Writer at Bioware; Chapter 6. Storyboard and Concept Art; 6.1 Using Basic Design Documentation; 6.2 Seeing the Story; 6.3 Nonlinear Thinking; 6.4 Storyboarding Process; 6.5 Cut-Scenes; 6.6 Storyboards and Interactive Media; Interview: Mathieu Raynault, Digital Matte Painter; Chapter 7. Cinematography for Games; 7.1 Five C's of Cinematography; 7.2 Rule of Thirds
7.3 Achieving the Look7.4 Lighting in Games; 7.5 Camera Movement; 7.6 Staging; 7.7 Blocking; Interview: Bruce Block, Author of the Visual Story; Chapter 8. Producer; 8.1 Job Description; 8.2 Types of Producers in the Game Industry; 8.3 Honing Your Production Skills; 8.4 Cinematic Development; 8.5 Risk Management; 8.6 Preproduction Planning; 8.7 Managing Money, Assets, and Time; 8.8 Postproduction; Interview: Bob Sabiston, Founder of Flat Black Films; Chapter 9. Casting; 9.1 Casting for Voiceover; 9.2 Casting for Motion Capture; 9.3 Using Celebrities; 9.4 Finding Talent
9.5 Sides and Character Breakdowns9.6 Auditions; Interview: Donise Hardy, Casting Director; Chapter 10. Directing; 10.1 The Concept Meeting; 10.2 Communicating Vision; 10.3 Location Scouting; 10.4 Working with the Cinematographer; 10.5 Directing Talent; 10.6 Script Supervision and Continuity; 10.7 Directing Cut-Scenes; 10.8 Cut-Scenes Versus In-Game Cinematics; Interview: Jay Duplass, Director; Chapter 11. Sound Design; 11.1 Cinematic Music; 11.2 Tools for Great Sound; 11.3 Sound Effects and Sampling; 11.4 Effective Sound Design; Interview: Marc Schaefgen, Sound Designer
Part 3: Creating Your Own Cinematic Project
Record Nr. UNINA-9910453785103321
Newman Rich  
New York : , : Focal Press, , 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Cinematic game secrets for creative directors and producers : inspired techniques from industry legends / / Rich Newman
Cinematic game secrets for creative directors and producers : inspired techniques from industry legends / / Rich Newman
Autore Newman Rich
Edizione [1st edition]
Pubbl/distr/stampa New York : , : Focal Press, , 2013
Descrizione fisica 1 online resource (233 p.)
Disciplina 794.8/1536
Soggetto topico Video games - Design
Cinematography - Special effects
ISBN 1-136-13853-6
1-136-13854-4
1-282-76913-8
9786612769139
0-08-092805-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Front Cover; Cinematic Game Secrets for Creative Directors and Producers; Copyright Page; Contents; Introduction; What is Cinematic?; Part 1: Game Industry Primer; Chapter 1.The Production Process; 1.1 Lifecycle of a Video Game; 1.2 Types of Games; 1.3 Brainstorming and Initial Decisions; 1.4 Using Game Theory; Interview,Game Design and Theory: Noah Falstein, Game Developer Magazine; Chapter 2. Understanding Preproduction; 2.1 Script Development; 2.2 Hiring the Crew; 2.3 Learning to Scrum; 2.4 Iterative and Waterfall Development Models; 2.5 Project Management; 2.6 Budgeting; 2.7 Scheduling
Interview: Warren Spector, Founder, Junction Point StudiosChapter 3. Production in the Game Industry; 3.1 Technology and Tools; 3.2 Design Production; 3.3 Art Production; 3.4 Engineering Production; 3.5 The Team; 3.6 Sound Design; 3.7 Motion Capture and Voiceover; 3.8 Testing and Quality Assurance; Interview: Ray Pena, Senior Animator, Spacetime Studios; Chapter 4. Postproduction; 4.1 Code Release and Gold Master; 4.2 Builds and Localization; 4.3 Marketing and PR; 4.4 Rating Systems, Demos, and Guides; 4.5 Archiving; Interview: Ron Burke, Director/Founder of GamingTrend
Part 2: Incorporating Cinematic SkillsChapter 5. Writer; 5.1 Format and Script Development; 5.2 Character Development; 5.3 Themes and Symbolism; 5.4 Structure; 5.5 Three-Act Structure; 5.6 Style; Interview: Daniel Erickson, Writer at Bioware; Chapter 6. Storyboard and Concept Art; 6.1 Using Basic Design Documentation; 6.2 Seeing the Story; 6.3 Nonlinear Thinking; 6.4 Storyboarding Process; 6.5 Cut-Scenes; 6.6 Storyboards and Interactive Media; Interview: Mathieu Raynault, Digital Matte Painter; Chapter 7. Cinematography for Games; 7.1 Five C's of Cinematography; 7.2 Rule of Thirds
7.3 Achieving the Look7.4 Lighting in Games; 7.5 Camera Movement; 7.6 Staging; 7.7 Blocking; Interview: Bruce Block, Author of the Visual Story; Chapter 8. Producer; 8.1 Job Description; 8.2 Types of Producers in the Game Industry; 8.3 Honing Your Production Skills; 8.4 Cinematic Development; 8.5 Risk Management; 8.6 Preproduction Planning; 8.7 Managing Money, Assets, and Time; 8.8 Postproduction; Interview: Bob Sabiston, Founder of Flat Black Films; Chapter 9. Casting; 9.1 Casting for Voiceover; 9.2 Casting for Motion Capture; 9.3 Using Celebrities; 9.4 Finding Talent
9.5 Sides and Character Breakdowns9.6 Auditions; Interview: Donise Hardy, Casting Director; Chapter 10. Directing; 10.1 The Concept Meeting; 10.2 Communicating Vision; 10.3 Location Scouting; 10.4 Working with the Cinematographer; 10.5 Directing Talent; 10.6 Script Supervision and Continuity; 10.7 Directing Cut-Scenes; 10.8 Cut-Scenes Versus In-Game Cinematics; Interview: Jay Duplass, Director; Chapter 11. Sound Design; 11.1 Cinematic Music; 11.2 Tools for Great Sound; 11.3 Sound Effects and Sampling; 11.4 Effective Sound Design; Interview: Marc Schaefgen, Sound Designer
Part 3: Creating Your Own Cinematic Project
Record Nr. UNINA-9910782426203321
Newman Rich  
New York : , : Focal Press, , 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Cinematic game secrets for creative directors and producers : inspired techniques from industry legends / / Rich Newman
Cinematic game secrets for creative directors and producers : inspired techniques from industry legends / / Rich Newman
Autore Newman Rich
Edizione [1st edition]
Pubbl/distr/stampa New York : , : Focal Press, , 2013
Descrizione fisica 1 online resource (233 p.)
Disciplina 794.8/1536
794.81536
Soggetto topico Video games - Design
Cinematography - Special effects
ISBN 1-136-13853-6
1-136-13854-4
1-282-76913-8
9786612769139
0-08-092805-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Front Cover; Cinematic Game Secrets for Creative Directors and Producers; Copyright Page; Contents; Introduction; What is Cinematic?; Part 1: Game Industry Primer; Chapter 1.The Production Process; 1.1 Lifecycle of a Video Game; 1.2 Types of Games; 1.3 Brainstorming and Initial Decisions; 1.4 Using Game Theory; Interview,Game Design and Theory: Noah Falstein, Game Developer Magazine; Chapter 2. Understanding Preproduction; 2.1 Script Development; 2.2 Hiring the Crew; 2.3 Learning to Scrum; 2.4 Iterative and Waterfall Development Models; 2.5 Project Management; 2.6 Budgeting; 2.7 Scheduling
Interview: Warren Spector, Founder, Junction Point StudiosChapter 3. Production in the Game Industry; 3.1 Technology and Tools; 3.2 Design Production; 3.3 Art Production; 3.4 Engineering Production; 3.5 The Team; 3.6 Sound Design; 3.7 Motion Capture and Voiceover; 3.8 Testing and Quality Assurance; Interview: Ray Pena, Senior Animator, Spacetime Studios; Chapter 4. Postproduction; 4.1 Code Release and Gold Master; 4.2 Builds and Localization; 4.3 Marketing and PR; 4.4 Rating Systems, Demos, and Guides; 4.5 Archiving; Interview: Ron Burke, Director/Founder of GamingTrend
Part 2: Incorporating Cinematic SkillsChapter 5. Writer; 5.1 Format and Script Development; 5.2 Character Development; 5.3 Themes and Symbolism; 5.4 Structure; 5.5 Three-Act Structure; 5.6 Style; Interview: Daniel Erickson, Writer at Bioware; Chapter 6. Storyboard and Concept Art; 6.1 Using Basic Design Documentation; 6.2 Seeing the Story; 6.3 Nonlinear Thinking; 6.4 Storyboarding Process; 6.5 Cut-Scenes; 6.6 Storyboards and Interactive Media; Interview: Mathieu Raynault, Digital Matte Painter; Chapter 7. Cinematography for Games; 7.1 Five C's of Cinematography; 7.2 Rule of Thirds
7.3 Achieving the Look7.4 Lighting in Games; 7.5 Camera Movement; 7.6 Staging; 7.7 Blocking; Interview: Bruce Block, Author of the Visual Story; Chapter 8. Producer; 8.1 Job Description; 8.2 Types of Producers in the Game Industry; 8.3 Honing Your Production Skills; 8.4 Cinematic Development; 8.5 Risk Management; 8.6 Preproduction Planning; 8.7 Managing Money, Assets, and Time; 8.8 Postproduction; Interview: Bob Sabiston, Founder of Flat Black Films; Chapter 9. Casting; 9.1 Casting for Voiceover; 9.2 Casting for Motion Capture; 9.3 Using Celebrities; 9.4 Finding Talent
9.5 Sides and Character Breakdowns9.6 Auditions; Interview: Donise Hardy, Casting Director; Chapter 10. Directing; 10.1 The Concept Meeting; 10.2 Communicating Vision; 10.3 Location Scouting; 10.4 Working with the Cinematographer; 10.5 Directing Talent; 10.6 Script Supervision and Continuity; 10.7 Directing Cut-Scenes; 10.8 Cut-Scenes Versus In-Game Cinematics; Interview: Jay Duplass, Director; Chapter 11. Sound Design; 11.1 Cinematic Music; 11.2 Tools for Great Sound; 11.3 Sound Effects and Sampling; 11.4 Effective Sound Design; Interview: Marc Schaefgen, Sound Designer
Part 3: Creating Your Own Cinematic Project
Record Nr. UNINA-9910811724003321
Newman Rich  
New York : , : Focal Press, , 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Critical play : radical game design / / Mary Flanagan
Critical play : radical game design / / Mary Flanagan
Autore Flanagan Mary <1969->
Pubbl/distr/stampa Cambridge, MA : , : MIT Press, , 2009
Descrizione fisica 1 online resource : illustrations
Disciplina 794.8/1536
Soggetto topico Games - Design and construction
Games - Sociological aspects
Art and popular culture
ISBN 9780262258760
9780262062688
9780262518659
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Introduction to critical play -- Playing house -- Board games -- Language games -- Performative games and objects -- Artists' locative games -- Critical computer games -- Designing for critical play.
Record Nr. UNINA-9910778557403321
Flanagan Mary <1969->  
Cambridge, MA : , : MIT Press, , 2009
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Critical play : radical game design / / Mary Flanagan
Critical play : radical game design / / Mary Flanagan
Autore Flanagan Mary <1969->
Pubbl/distr/stampa Cambridge, MA : , : MIT Press, , 2009
Descrizione fisica 1 online resource : illustrations
Disciplina 794.8/1536
Soggetto topico Games - Design and construction
Games - Sociological aspects
Art and popular culture
ISBN 9780262258760
9780262062688
9780262518659
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Introduction to critical play -- Playing house -- Board games -- Language games -- Performative games and objects -- Artists' locative games -- Critical computer games -- Designing for critical play.
Record Nr. UNINA-9910828938103321
Flanagan Mary <1969->  
Cambridge, MA : , : MIT Press, , 2009
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui