The Formation of Gaming Culture: UK Gaming Magazines, 1981-1995
Autor G. Kirkpatricken Limba Engleză Hardback – 13 mar 2015
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Specificații
ISBN-13: 9781137305091
ISBN-10: 1137305096
Pagini: 139
Ilustrații: X, 139 p.
Dimensiuni: 140 x 216 x 13 mm
Greutate: 0.34 kg
Ediția:2015
Editura: Palgrave Macmillan UK
Colecția Palgrave Pivot
Locul publicării:London, United Kingdom
ISBN-10: 1137305096
Pagini: 139
Ilustrații: X, 139 p.
Dimensiuni: 140 x 216 x 13 mm
Greutate: 0.34 kg
Ediția:2015
Editura: Palgrave Macmillan UK
Colecția Palgrave Pivot
Locul publicării:London, United Kingdom
Cuprins
Introduction 1. Approaches To Gaming's Field 2. Studying The Magazines 3. Getting A Feel For The Games 4. Game Addicted Freaks 5. Wimps, YOBS And Game Busters Conclusion: Gaming's Field And Game Studies
Recenzii
“The book would be suitable as an assigned reading in courses on game studies and media studies. For magazine teachers and scholars, it offers an interesting theoretical consideration about the role magazines play in tackling the initial indeterminacy surrounding the introduction of new artefacts and technologies and interpreting their symbolic significance for mass audiences.” (Stephanie Williams- Turkowski, Journal of Magazine Media, Vol. 19 (1), 2019)
"In the well-known story, the computer game industry 'crashed' in 1982-1983. This important book tells us that this did not happen outside the US. Instead, the lively UK computer game scene continued unabated, and Kirkpatrick shows how it gave rise to both the language and attitudes of today's computer game culture." - Jesper Juul, Royal Danish Academy of Fine Arts, Denmark
"This piece is unique. It finally enables us to understand how the notions of 'gamer' and 'gaming' became established. A future videogame history textbook.' - Veli-Matti Karhulahti, University of Turku, Finland
"In the well-known story, the computer game industry 'crashed' in 1982-1983. This important book tells us that this did not happen outside the US. Instead, the lively UK computer game scene continued unabated, and Kirkpatrick shows how it gave rise to both the language and attitudes of today's computer game culture." - Jesper Juul, Royal Danish Academy of Fine Arts, Denmark
"This piece is unique. It finally enables us to understand how the notions of 'gamer' and 'gaming' became established. A future videogame history textbook.' - Veli-Matti Karhulahti, University of Turku, Finland
Notă biografică
Graeme Kirkpatrick is Professor in Media Arts, Aesthetics and Narration at the University of Skövde, Sweden. His Aesthetic Theory and the Video Game (2011) was recently listed by Edge magazine as one that should be in every gamer's library, while his Computer Games and the Social Imaginary (2013) was described in New Media & Society as 'one of the finest books to date on the subject of digital games'. His first book, Critical Technology (2004), won the 2005 Philip Abrams Memorial Prize from the British Sociological Association.