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More Than a Game Computer Games as Fictional Form Barry Atkins HC
US $60,00
CircaEUR 51,10
Condizione:
“Manchester University Press, Manchester, 2003. Hardcover. A Very Good, blue binding with gilt ”... Maggiori informazioniinformazioni sulla condizione
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Libro che non sembra nuovo ed è già stato letto, ma è in condizioni eccellenti. Nessun danno evidente alla copertina, dotato di sovraccoperta(se applicabile) per le copertine rigide. Nessuna pagina mancante o danneggiata, piegata o strappata, nessuna sottolineatura/evidenziazione di testo né scritte ai margini. Potrebbe presentare minimi segni identificativi sulla copertina interna. Mostra piccolissimi segni di usura. Per maggiori dettagli e la descrizione di eventuali imperfezioni, consulta l'inserzione del venditore.
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Spedizione:
US $5,00 (circa EUR 4,26) USPS Media MailTM.
Oggetto che si trova a: Foster, Rhode Island, Stati Uniti
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Consegna prevista tra il mar 29 lug e il lun 4 ago a 94104
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Restituzioni entro 30 giorni. Le spese di spedizione del reso sono a carico dell'acquirente..
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Numero oggetto eBay:185823908831
Specifiche dell'oggetto
- Condizione
- Ottime condizioni
- Note del venditore
- ISBN
- 9780719063640
Informazioni su questo prodotto
Product Identifiers
Publisher
Manchester University Press
ISBN-10
0719063647
ISBN-13
9780719063640
eBay Product ID (ePID)
5951519
Product Key Features
Number of Pages
176 Pages
Language
English
Publication Name
More than a Game : the Computer Game As Fictional Form
Subject
Social Aspects / General, American / General, Video & Electronic, Modern / General
Publication Year
2003
Type
Textbook
Subject Area
Literary Criticism, Computers, Games & Activities
Format
Hardcover
Dimensions
Item Weight
9.6 Oz
Item Length
7.8 in
Item Width
5.1 in
Additional Product Features
Intended Audience
Scholarly & Professional
LCCN
2004-270446
Illustrated
Yes
Synopsis
Whether you love them or loathe them, look back with wistful nostalgia to the days of Pong and Space Invaders, or regard the whole phenomenon with blank incomprehension, there is no doubt that computer and video games now occupy a significant place in contemporary popular culture. The economics alone are staggering, with unit sales counted in the millions. The frequency of assertions in the popular press about the dangerous influence of their violent subject matter and immersive potential imply a startling level of influence. To disregard the computer game is to refuse to engage fully with contemporary popular culture. they tell and the manner of their telling. Taking its cue from practices of reading texts in literary and cultural studies, it considers the computer game as an emerging mode of contemporary storytelling in a fashion that is accessible and readable, recognizing the excitement and pleasure that has made the computer game such a massive global phenomenon. of the most significant games of the last decade: Tomb Raider, Half-Life, Close Combat and SimCity. This is a work for both the student of contemporary culture and those game-players who are interested in how computer games tell their stories., The first academic work dedicated to the study of computer games in terms of the stories they tell and the manner of their telling. Applies practices of reading texts from literary and cultural studies to consider the computer game as an emerging mode of contemporary storytelling in an accessible, readable manner. Contains detailed discussion of narrative and realism in four of the most significant games of the last decade: 'Tomb Raider', 'Half-Life', 'Close Combat' and 'Sim City'. Recognises the excitement and pleasure that has made the computer game such a massive global phenomenon.
LC Classification Number
GV1469.17.S63
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