Cargando…

Playing with Feelings : Video Games and Affect /

Aubrey Anable applies affect theory to game studies, arguing that video games let us "rehearse" feelings, states, and emotions that give new tones and textures to our everyday lives and interactions with digital devices. Rather than seeing video games as an escape from reality, Anable demo...

Descripción completa

Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Anable, Aubrey (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Baltimore, Maryland : Project Muse, 2018
Colección:Book collections on Project MUSE.
Temas:
Acceso en línea:Texto completo

MARC

LEADER 00000cam a22000004a 4500
001 musev2_57785
003 MdBmJHUP
005 20230905045929.0
006 m o d
007 cr||||||||nn|n
008 180216s2018 mnu o 00 0 eng d
020 |a 9781452956800 
020 |z 9781517900250 
035 |a (OCoLC)1023028376 
040 |a MdBmJHUP  |c MdBmJHUP 
050 4 |a GV1469.34.P79  |b A537 2018 
100 1 |a Anable, Aubrey,  |e author. 
245 1 0 |a Playing with Feelings :   |b Video Games and Affect /   |c Aubrey Anable. 
264 1 |a Baltimore, Maryland :  |b Project Muse,  |c 2018 
264 3 |a Baltimore, Md. :  |b Project MUSE,   |c 2018 
264 4 |c ©2018 
300 |a 1 online resource (200 pages):   |b illustrations 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
500 |a Issued as part of book collections on Project MUSE. 
504 |a Includes bibliographical references and index. 
505 0 |a Introduction : video games as structures of feeling -- 1. Feeling history -- 2. Touching games -- 3. Rhythms of work and play -- 4. Games to fail with -- Conclusion : affective archives. 
506 |a Access restricted to authorized users and institutions. 
520 |a Aubrey Anable applies affect theory to game studies, arguing that video games let us "rehearse" feelings, states, and emotions that give new tones and textures to our everyday lives and interactions with digital devices. Rather than seeing video games as an escape from reality, Anable demonstrates how they have been intimately tied to our emotional landscape since digital computers emerged. 
588 |a Description based on print version record. 
650 0 |a Emotions. 
650 0 |a Computer games  |x Social aspects. 
650 0 |a Computer games  |x Psychological aspects. 
650 0 |a Video games  |x Social aspects 
650 0 |a Video games  |x Psychological aspects 
655 7 |a Electronic books.   |2 local 
710 2 |a Project Muse,  |e distributor. 
776 1 8 |i Print version:  |z 9781517900250 
710 2 |a Project Muse.  |e distributor 
830 0 |a Book collections on Project MUSE. 
856 4 0 |z Texto completo  |u https://projectmuse.uam.elogim.com/book/57785/ 
945 |a Project MUSE - Custom Collection 
945 |a Project MUSE - 2018 Complete 
945 |a Project MUSE - 2018 Global Cultural Studies