Brenda Laurel: Pioneering Games for Girls: Influential Video Game Designers
Autor Carly A. Kocureken Limba Engleză Hardback – 8 feb 2017
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Specificații
ISBN-13: 9781501319785
ISBN-10: 1501319787
Pagini: 184
Ilustrații: 25 bw illus
Dimensiuni: 140 x 216 x 18 mm
Greutate: 0.48 kg
Editura: Bloomsbury Publishing
Colecția Bloomsbury Academic
Seria Influential Video Game Designers
Locul publicării:New York, United States
ISBN-10: 1501319787
Pagini: 184
Ilustrații: 25 bw illus
Dimensiuni: 140 x 216 x 18 mm
Greutate: 0.48 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.
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.