Cantitate/Preț
Produs

Brenda Laurel: Pioneering Games for Girls: Influential Video Game Designers

Autor Carly A. Kocurek
en Limba Engleză Paperback – 8 feb 2017
Brenda Laurel is best known for her work with Purple Moon, the pioneering game company she cofounded in the 1990s. Purple Moon's games were based on years of research Laurel completed in an effort to understand why computer games seemed to be of so little interest to girls. Using diverse archival sources such as trade journals, newspapers, and recorded interviews, alongside Laurel's completed games and own writings and an original interview with Laurel herself, this volume offers insight into both the early development of the games for girls movement of the 1990s and the lasting impact of Laurel's game design breakthroughs. In her work with Purple Moon, Laurel drew on her background in theatre as well as her expertise in human computer interaction and qualitative research. By relying on this interdisciplinary background, Laurel made significant contributions to our understanding of the design and development of games as a medium for emotional rehearsal and storytelling. Additionally, her dedication to research-informed design has had a longstanding impact as companies and designers increasingly rely on audience research and metrics to shape their practices. The newest in Bloomsbury's Influential Video Game Designers series, Carly Kocurek highlights the contributions of a designer whose work has had a profound impact on the development of both games for girls and empathy games.
Citește tot Restrânge

Toate formatele și edițiile

Toate formatele și edițiile Preț Express
Paperback (1) 13983 lei  6-8 săpt.
  Bloomsbury Publishing – 8 feb 2017 13983 lei  6-8 săpt.
Hardback (1) 56065 lei  6-8 săpt.
  Bloomsbury Publishing – 8 feb 2017 56065 lei  6-8 săpt.

Din seria Influential Video Game Designers

Preț: 13983 lei

Preț vechi: 20331 lei
-31% Nou

Puncte Express: 210

Preț estimativ în valută:
2677 2787$ 2204£

Carte tipărită la comandă

Livrare economică 01-15 februarie 25

Preluare comenzi: 021 569.72.76

Specificații

ISBN-13: 9781501319778
ISBN-10: 1501319779
Pagini: 184
Ilustrații: 25 bw illus
Dimensiuni: 140 x 216 x 18 mm
Greutate: 0.25 kg
Editura: Bloomsbury Publishing
Colecția Bloomsbury Academic
Seria Influential Video Game Designers

Locul publicării:New York, United States

Caracteristici

Demonstrates the degree to which her innovations as a designer of games for girls have had a lasting impact on the broader industry

Notă biografică

Carly A. Kocurek is Assistant Professor of Digital Humanities and Media Studies at the Illinois Institute of Technology, USA. Kocurek is a cultural historian specializing in the study of new media technologies and video gaming. She is a regional director for the Learning Games Initiative and serves on the Women's Committee and the Digital Humanities Caucus of the American Studies Association.

Cuprins

List of FiguresAcknowledgmentsPreface by Jennifer deWinter and Carly A. KocurekForeword by Brian Moriarty1 Introduction2 "Even if it Means Shipping Products in Pink Boxes": Research-driven Design3 Aristotle and HCI: Computers as Theatre in Theory and Practice4 "Friendship Adventures for Girls": A Pre-History of Emotion Games5 In Her Own Words6 The Dangers of Being a Crash DummyGameography with Megan Boeshart BurrelleWorks CitedIndex

Recenzii

For those who design inclusive games for new audiences, for those who research game culture and impact, and for those who are designing in the yet to be imagined realms of gameplay in virtual reality, we are each of us walking in the myriad paths first charted by Brenda Laurel. A must read for those interested in the future of games about one of its greatest pioneers.
As someone who has considered Brenda Laurel a friend, mentor, and thinking partner through the years, I was excited, and a bit nervous, to be reading a book that tries to capture her contributions and legacy as a groundbreaking game designer and utopian entrepreneur. This book passes along her vision and wisdom to the next generation of designers, from her early experiments in VR and exploration of what theater might teach us about interactive design, to Purple Moon's emphasis on design research, emotional adventures, fan engagement, and transmedia extension. Laurel was a transformative figure who helped to expand both who plays games and what kinds of experiences they offer to their players. And this book does a great job exploring her game design theory and practice in ways that are sure to inform and inspire anyone who wants to make a difference in this still emerging and expanding domain.