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How to play video games /

""How to Play Video Games" explores the phenomena of video games and its impact on modern society"--

Detalles Bibliográficos
Clasificación:Libro Electrónico
Otros Autores: Payne, Matthew Thomas (Editor ), Huntemann, Nina (Editor )
Formato: Electrónico eBook
Idioma:Inglés
Publicado: New York : New York University Press, [2019]
Temas:
Acceso en línea:Texto completo

MARC

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245 0 0 |a How to play video games /  |c edited by Matthew Thomas Payne and Nina B. Huntemann. 
264 1 |a New York :  |b New York University Press,  |c [2019] 
264 4 |c ©2019 
300 |a 1 online resource (xii, 363 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 
504 |a Includes bibliographical references and index. 
505 0 |a I. Game form: aesthetics and style -- FIFA: magic circle -- Tetris: rules -- King's quest: narrative -- Grand theft auto V: avatars -- Sid Meier's civilization: realism -- Planescape: torment: immersion -- Don't starve: temporality -- Braid: indies -- BioShock infinite: world-building -- The legend of Zelda: ocarina of time: music -- II. Representation: social identity and cultural politics -- Kim Kardashian: Hollywood: feminism -- The last of us: masculinity -- Leisure suit Larry: LGBTQ representation -- The Queerness and Games Conference: community -- NBA 2K16: race -- PaRappa the Rapper: emotion -- Sniper elite III: death -- Papers, please: ethics -- Age of empires: postcolonialism -- Borderlands: capitalism -- III. Industry: industrial practices and structures -- Miyamoto/Kojima: authorship -- Clash royale: gaming capital -- Game dev tycoon: labor -- Cookie clicker: gamification -- Ball-and-paddle games: domesticity -- Angry birds: mobile gaming -- LEGO dimensions: licensing -- Tomb raider: transmedia -- Medal of honor: militarism -- Pokémon go: globalization -- IV. Game practices: medium, technology, and everyday life -- Pelé's soccer: platform -- NES D-pad: interface -- Minecraft: user-generated content -- Quake: movies -- Counter-strike: spectatorship -- EVE online: cheating -- Night trap: moral panic -- Shovel knight: nostalgia -- Tempest: archive -- Walden, a game: reflection. 
520 |a ""How to Play Video Games" explores the phenomena of video games and its impact on modern society"--  |c Provided by publisher 
520 |a What does Pokémon go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock infinite help us navigate world-building? From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Video games demand engagement like no other media technology, which raises the question, what is the role that video games play in our livse, from our homes to our phones, and in global culture writ large? How to play video games brings together forty original essays from today's leading scholars of video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand theft auto V, or music in The legend of Zelda: ocarina of time. See how Age of empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture now. 
588 0 |a Online resource; title from digital title page (viewed on March 07, 2022). 
590 |a JSTOR  |b Books at JSTOR Demand Driven Acquisitions (DDA) 
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650 0 |a Video games  |x Social aspects. 
650 0 |a Video games  |x Design. 
650 0 |a Video games  |x Moral and ethical aspects. 
650 0 |a Popular culture. 
650 2 |a Popular Culture 
650 6 |a Jeux vidéo  |x Aspect social. 
650 6 |a Jeux vidéo  |x Conception. 
650 6 |a Jeux vidéo  |x Aspect moral. 
650 6 |a Culture populaire. 
650 7 |a popular culture.  |2 aat 
650 7 |a GAMES  |x Board.  |2 bisacsh 
650 7 |a Popular culture  |2 fast 
650 7 |a Video games  |x Design  |2 fast 
650 7 |a Video games  |x Moral and ethical aspects  |2 fast 
650 7 |a Video games  |x Social aspects  |2 fast 
650 7 |a videospill.  |2 humord 
650 7 |0 (FrPBN)13318902  |a Jeux video  |0 (FrPBN)11975856  |x Aspect politique.  |2 ram 
650 7 |0 (FrPBN)13318902  |a Jeux video  |0 (FrPBN)11975691  |x Aspect social.  |2 ram 
650 7 |0 (FrPBN)13318902  |a Jeux video  |0 (FrPBN)11931288  |x Esthetique.  |2 ram 
700 1 |a Payne, Matthew Thomas,  |e editor. 
700 1 |a Huntemann, Nina,  |e editor. 
776 0 8 |i Print version:  |t How to play video games.  |d New York : New York University Press, [2019]  |w (DLC) 2018052609 
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