Idioma: Inglés
Publicado por McFarland & Company, Incorporated Publishers, 2007
ISBN 10: 0786428325 ISBN 13: 9780786428328
Librería: Better World Books, Mishawaka, IN, Estados Unidos de America
EUR 10,72
Cantidad disponible: 1 disponibles
Añadir al carritoCondición: Good. Former library copy. Pages intact with minimal writing/highlighting. The binding may be loose and creased. Dust jackets/supplements are not included. Includes library markings. Stock photo provided. Product includes identifying sticker. Better World Books: Buy Books. Do Good.
Idioma: Inglés
Publicado por McFarland & Company, Incorporated Publishers, 2007
ISBN 10: 0786428325 ISBN 13: 9780786428328
Librería: Better World Books, Mishawaka, IN, Estados Unidos de America
EUR 10,72
Cantidad disponible: 1 disponibles
Añadir al carritoCondición: Very Good. Former library copy. Pages intact with possible writing/highlighting. Binding strong with minor wear. Dust jackets/supplements may not be included. Includes library markings. Stock photo provided. Product includes identifying sticker. Better World Books: Buy Books. Do Good.
Librería: The Book Junction, Shippensburg, PA, Estados Unidos de America
EUR 17,67
Cantidad disponible: 1 disponibles
Añadir al carritoSoftcover. Condición: VG to VG-. some rubbing & edgewear; some creases/curls at edges; small scuff on edge; some yellowing; otherwise overall clean & tight. 308 pages.
Librería: GreatBookPrices, Columbia, MD, Estados Unidos de America
EUR 26,64
Cantidad disponible: 2 disponibles
Añadir al carritoCondición: As New. Unread book in perfect condition.
Librería: GreatBookPrices, Columbia, MD, Estados Unidos de America
EUR 28,53
Cantidad disponible: 2 disponibles
Añadir al carritoCondición: New.
Idioma: Inglés
Publicado por McFarland and Co Inc, US, 2007
ISBN 10: 0786428325 ISBN 13: 9780786428328
Librería: Rarewaves.com USA, London, LONDO, Reino Unido
EUR 30,88
Cantidad disponible: 6 disponibles
Añadir al carritoPaperback. Condición: New. Digital games have become an increasingly pervasive aspect of everyday life as well as an embattled cultural phenomenon in the twenty-first century. As new media technologies diffuse around the world and as the depth and complexity of gaming networks increase, scholars are becoming increasingly savvy in their approach to digital games. While aesthetic and psychological approaches to the study of digital games have garnered the most attention in the past, scholars have only recently begun to study the important social and cultural aspects of digital games. This study sketches some of the various trajectories of digital games in modern Western societies, looking first at the growth and persistence of the moral panic that continues to accompany massive public interest in digital games. The book then continues with what it deems a new phase of games research exemplified by systematic examination of specific aspects of digital games and gaming. Section One includes four chapters that collectively consider politics and the negotiation of power in game worlds. Section Two details the ideological webs within which games are produced and consumed. Specifically, this important section offers a critical cultural analysis of the hegemony that exists within games and its influence upon players' personal ideologies. To conclude this analysis, Section Three examines game design features that relate to players' self-characterization and social development within digital game worlds. Section Four explores the important relationship between the producers and consumers of digital games, especially insomuch as this relationship is giving rise to a community of novices and professionals who will together determine the future of gaming and--to a degree--popular culture.
EUR 27,38
Cantidad disponible: 15 disponibles
Añadir al carritoPAP. Condición: New. New Book. Shipped from UK. Established seller since 2000.
Idioma: Inglés
Publicado por McFarland & Co Inc, Jefferson, NC, 2007
ISBN 10: 0786428325 ISBN 13: 9780786428328
Librería: Grand Eagle Retail, Bensenville, IL, Estados Unidos de America
EUR 36,73
Cantidad disponible: 1 disponibles
Añadir al carritoPaperback. Condición: new. Paperback. Digital games have become an increasingly pervasive aspect of everyday life as well as an embattled cultural phenomenon in the twenty-first century. As new media technologies diffuse around the world and as the depth and complexity of gaming networks increase, scholars are becoming increasingly savvy in their approach to digital games. While aesthetic and psychological approaches to the study of digital games have garnered the most attention in the past, scholars have only recently begun to study the important social and cultural aspects of digital games. This study sketches some of the various trajectories of digital games in modern Western societies, looking first at the growth and persistence of the moral panic that continues to accompany massive public interest in digital games. The book then continues with what it deems a new phase of games research exemplified by systematic examination of specific aspects of digital games and gaming. Section One includes four chapters that collectively consider politics and the negotiation of power in game worlds. Section Two details the ideological webs within which games are produced and consumed. Specifically, this important section offers a critical cultural analysis of the hegemony that exists within games and its influence upon players' personal ideologies. To conclude this analysis, Section Three examines game design features that relate to players' self-characterization and social development within digital game worlds. Section Four explores the important relationship between the producers and consumers of digital games, especially insomuch as this relationship is giving rise to a community of novices and professionals who will together determine the future of gaming and--to a degree--popular culture. Digital games have become an increasingly pervasive aspect of everyday life as well as an embattled cultural phenomenon in the twenty-first century. This study sketches some of the various trajectories of digital games in modern Western societies, looking at the growth and persistence of the moral panic that accompanies massive public interest. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.
Librería: GreatBookPricesUK, Woodford Green, Reino Unido
EUR 26,52
Cantidad disponible: 2 disponibles
Añadir al carritoCondición: New.
Librería: THE SAINT BOOKSTORE, Southport, Reino Unido
EUR 26,53
Cantidad disponible: Más de 20 disponibles
Añadir al carritoPaperback / softback. Condición: New. New copy - Usually dispatched within 4 working days.
Librería: Ria Christie Collections, Uxbridge, Reino Unido
EUR 32,40
Cantidad disponible: Más de 20 disponibles
Añadir al carritoCondición: New. In.
Librería: GreatBookPricesUK, Woodford Green, Reino Unido
EUR 29,17
Cantidad disponible: 2 disponibles
Añadir al carritoCondición: As New. Unread book in perfect condition.
Idioma: Inglés
Publicado por McFarland & Co Inc Pub, 2007
ISBN 10: 0786428325 ISBN 13: 9780786428328
Librería: Revaluation Books, Exeter, Reino Unido
EUR 49,51
Cantidad disponible: 2 disponibles
Añadir al carritoPaperback. Condición: Brand New. 308 pages. 8.75x6.00x0.75 inches. In Stock.
Idioma: Inglés
Publicado por McFarland & Co Inc, Jefferson, NC, 2007
ISBN 10: 0786428325 ISBN 13: 9780786428328
Librería: AussieBookSeller, Truganina, VIC, Australia
EUR 58,13
Cantidad disponible: 1 disponibles
Añadir al carritoPaperback. Condición: new. Paperback. Digital games have become an increasingly pervasive aspect of everyday life as well as an embattled cultural phenomenon in the twenty-first century. As new media technologies diffuse around the world and as the depth and complexity of gaming networks increase, scholars are becoming increasingly savvy in their approach to digital games. While aesthetic and psychological approaches to the study of digital games have garnered the most attention in the past, scholars have only recently begun to study the important social and cultural aspects of digital games. This study sketches some of the various trajectories of digital games in modern Western societies, looking first at the growth and persistence of the moral panic that continues to accompany massive public interest in digital games. The book then continues with what it deems a new phase of games research exemplified by systematic examination of specific aspects of digital games and gaming. Section One includes four chapters that collectively consider politics and the negotiation of power in game worlds. Section Two details the ideological webs within which games are produced and consumed. Specifically, this important section offers a critical cultural analysis of the hegemony that exists within games and its influence upon players' personal ideologies. To conclude this analysis, Section Three examines game design features that relate to players' self-characterization and social development within digital game worlds. Section Four explores the important relationship between the producers and consumers of digital games, especially insomuch as this relationship is giving rise to a community of novices and professionals who will together determine the future of gaming and--to a degree--popular culture. Digital games have become an increasingly pervasive aspect of everyday life as well as an embattled cultural phenomenon in the twenty-first century. This study sketches some of the various trajectories of digital games in modern Western societies, looking at the growth and persistence of the moral panic that accompanies massive public interest. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.
Idioma: Inglés
Publicado por McFarland and Co Inc, US, 2007
ISBN 10: 0786428325 ISBN 13: 9780786428328
Librería: Rarewaves.com UK, London, Reino Unido
EUR 26,86
Cantidad disponible: 6 disponibles
Añadir al carritoPaperback. Condición: New. Digital games have become an increasingly pervasive aspect of everyday life as well as an embattled cultural phenomenon in the twenty-first century. As new media technologies diffuse around the world and as the depth and complexity of gaming networks increase, scholars are becoming increasingly savvy in their approach to digital games. While aesthetic and psychological approaches to the study of digital games have garnered the most attention in the past, scholars have only recently begun to study the important social and cultural aspects of digital games. This study sketches some of the various trajectories of digital games in modern Western societies, looking first at the growth and persistence of the moral panic that continues to accompany massive public interest in digital games. The book then continues with what it deems a new phase of games research exemplified by systematic examination of specific aspects of digital games and gaming. Section One includes four chapters that collectively consider politics and the negotiation of power in game worlds. Section Two details the ideological webs within which games are produced and consumed. Specifically, this important section offers a critical cultural analysis of the hegemony that exists within games and its influence upon players' personal ideologies. To conclude this analysis, Section Three examines game design features that relate to players' self-characterization and social development within digital game worlds. Section Four explores the important relationship between the producers and consumers of digital games, especially insomuch as this relationship is giving rise to a community of novices and professionals who will together determine the future of gaming and--to a degree--popular culture.
Idioma: Inglés
Publicado por McFarland & Company, Incorporated Publishers, 2007
ISBN 10: 0786428325 ISBN 13: 9780786428328
Librería: Majestic Books, Hounslow, Reino Unido
EUR 53,58
Cantidad disponible: 4 disponibles
Añadir al carritoCondición: New. Print on Demand pp. vi + 308 Illus.
Idioma: Inglés
Publicado por McFarland & Company, Incorporated Publishers, 2007
ISBN 10: 0786428325 ISBN 13: 9780786428328
Librería: Books Puddle, New York, NY, Estados Unidos de America
EUR 60,07
Cantidad disponible: 4 disponibles
Añadir al carritoCondición: New. Print on Demand pp. vi + 308 Index Illustrated edition.
Idioma: Inglés
Publicado por McFarland & Company, Incorporated Publishers, 2007
ISBN 10: 0786428325 ISBN 13: 9780786428328
Librería: Biblios, Frankfurt am main, HESSE, Alemania
EUR 54,29
Cantidad disponible: 4 disponibles
Añadir al carritoCondición: New. PRINT ON DEMAND pp. vi + 308.
Librería: moluna, Greven, Alemania
EUR 43,67
Cantidad disponible: Más de 20 disponibles
Añadir al carritoKartoniert / Broschiert. Condición: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. Digital games have become an increasingly pervasive aspect of everyday life as well as an embattled cultural phenomenon in the twenty-first century. This study sketches some of the various trajectories of digital games in modern Western societies, looking a.
Librería: AHA-BUCH GmbH, Einbeck, Alemania
EUR 40,93
Cantidad disponible: 2 disponibles
Añadir al carritoTaschenbuch. Condición: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - Digital games have become an increasingly pervasive aspect of everyday life as well as an embattled cultural phenomenon in the twenty-first century. As new media technologies diffuse around the world and as the depth and complexity of gaming networks increase, scholars are becoming increasingly savvy in their approach to digital games. While aesthetic and psychological approaches to the study of digital games have garnered the most attention in the past, scholars have only recently begun to study the important social and cultural aspects of digital games.This study sketches some of the various trajectories of digital games in modern Western societies, looking first at the growth and persistence of the moral panic that continues to accompany massive public interest in digital games. The book then continues with what it deems a new phase of games research exemplified by systematic examination of specific aspects of digital games and gaming. Section One includes four chapters that collectively consider politics and the negotiation of power in game worlds. Section Two details the ideological webs within which games are produced and consumed. Specifically, this important section offers a critical cultural analysis of the hegemony that exists within games and its influence upon players' personal ideologies. To conclude this analysis, Section Three examines game design features that relate to players' self-characterization and social development within digital game worlds. Section Four explores the important relationship between the producers and consumers of digital games, especially insomuch as this relationship is giving rise to a community of novices and professionals who will together determine the future of gaming and--to a degree--popular culture.
Librería: preigu, Osnabrück, Alemania
EUR 45,35
Cantidad disponible: 5 disponibles
Añadir al carritoTaschenbuch. Condición: Neu. The Players' Realm | Studies on the Culture of Video Games and Gaming | J. Patrick Williams (u. a.) | Taschenbuch | Kartoniert / Broschiert | Englisch | 2007 | McFarland | EAN 9780786428328 | Verantwortliche Person für die EU: Libri GmbH, Europaallee 1, 36244 Bad Hersfeld, gpsr[at]libri[dot]de | Anbieter: preigu Print on Demand.