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Idioma: Inglés
Publicado por Taylor and Francis Ltd, GB, 2026
ISBN 10: 1032865636 ISBN 13: 9781032865638
Librería: Rarewaves.com USA, London, LONDO, Reino Unido
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Añadir al carritoPaperback. Condición: New. How is literature like a game, and how are games like literature? Engagements with Literary Gaming examines the cultural significance of these two converging forms, defining the concept of literary gaming for a new narrative, ludic, and media landscape.Narratives have long featured ludic themes, and games are increasingly incorporating narrative structures. As a critical concept, ludonarratology encourages readers and players to consider the meanings behind ludic stories and narrative games. This book begins by examining the "rules" of narratives and games, looking at their shared foundations as well as stressing the impossibility of rules for literature but their necessity for games. The authors address key issues in ludonarrative studies, including adaptations; issues of personal identity, with particular focus on race, ethnicity, gender, and sexuality; children's literature, games, and media; and virtual worlds. The authors offer accessible and engaging case studies throughout, including ones focusing on the Super Mario Bros. franchise, J.K. Rowling's Harry Potter series, the videogame Hogwarts Legacy, L. Frank Baum's The Wizard of Oz, and The Legend of Zelda video games. The book concludes with invaluable insights into the state of literary games and ludic narratives and possible future directions, as well as the roles of readers/players in effecting these new visions.By illuminating the shared foundations of these engrossing pastimes, this stimulating and practical guide is an invaluable resource for students and instructors of literature, film, and games studies.
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Idioma: Inglés
Publicado por Taylor and Francis Ltd, GB, 2026
ISBN 10: 1032865636 ISBN 13: 9781032865638
Librería: Rarewaves USA, OSWEGO, IL, Estados Unidos de America
EUR 65,41
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Añadir al carritoPaperback. Condición: New. How is literature like a game, and how are games like literature? Engagements with Literary Gaming examines the cultural significance of these two converging forms, defining the concept of literary gaming for a new narrative, ludic, and media landscape.Narratives have long featured ludic themes, and games are increasingly incorporating narrative structures. As a critical concept, ludonarratology encourages readers and players to consider the meanings behind ludic stories and narrative games. This book begins by examining the "rules" of narratives and games, looking at their shared foundations as well as stressing the impossibility of rules for literature but their necessity for games. The authors address key issues in ludonarrative studies, including adaptations; issues of personal identity, with particular focus on race, ethnicity, gender, and sexuality; children's literature, games, and media; and virtual worlds. The authors offer accessible and engaging case studies throughout, including ones focusing on the Super Mario Bros. franchise, J.K. Rowling's Harry Potter series, the videogame Hogwarts Legacy, L. Frank Baum's The Wizard of Oz, and The Legend of Zelda video games. The book concludes with invaluable insights into the state of literary games and ludic narratives and possible future directions, as well as the roles of readers/players in effecting these new visions.By illuminating the shared foundations of these engrossing pastimes, this stimulating and practical guide is an invaluable resource for students and instructors of literature, film, and games studies.
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Idioma: Inglés
Publicado por Taylor and Francis Ltd, GB, 2026
ISBN 10: 1032865636 ISBN 13: 9781032865638
Librería: Rarewaves USA United, OSWEGO, IL, Estados Unidos de America
EUR 67,17
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Añadir al carritoPaperback. Condición: New. How is literature like a game, and how are games like literature? Engagements with Literary Gaming examines the cultural significance of these two converging forms, defining the concept of literary gaming for a new narrative, ludic, and media landscape.Narratives have long featured ludic themes, and games are increasingly incorporating narrative structures. As a critical concept, ludonarratology encourages readers and players to consider the meanings behind ludic stories and narrative games. This book begins by examining the "rules" of narratives and games, looking at their shared foundations as well as stressing the impossibility of rules for literature but their necessity for games. The authors address key issues in ludonarrative studies, including adaptations; issues of personal identity, with particular focus on race, ethnicity, gender, and sexuality; children's literature, games, and media; and virtual worlds. The authors offer accessible and engaging case studies throughout, including ones focusing on the Super Mario Bros. franchise, J.K. Rowling's Harry Potter series, the videogame Hogwarts Legacy, L. Frank Baum's The Wizard of Oz, and The Legend of Zelda video games. The book concludes with invaluable insights into the state of literary games and ludic narratives and possible future directions, as well as the roles of readers/players in effecting these new visions.By illuminating the shared foundations of these engrossing pastimes, this stimulating and practical guide is an invaluable resource for students and instructors of literature, film, and games studies.
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Idioma: Inglés
Publicado por Taylor and Francis Ltd, GB, 2026
ISBN 10: 1032865636 ISBN 13: 9781032865638
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Añadir al carritoPaperback. Condición: New. How is literature like a game, and how are games like literature? Engagements with Literary Gaming examines the cultural significance of these two converging forms, defining the concept of literary gaming for a new narrative, ludic, and media landscape.Narratives have long featured ludic themes, and games are increasingly incorporating narrative structures. As a critical concept, ludonarratology encourages readers and players to consider the meanings behind ludic stories and narrative games. This book begins by examining the "rules" of narratives and games, looking at their shared foundations as well as stressing the impossibility of rules for literature but their necessity for games. The authors address key issues in ludonarrative studies, including adaptations; issues of personal identity, with particular focus on race, ethnicity, gender, and sexuality; children's literature, games, and media; and virtual worlds. The authors offer accessible and engaging case studies throughout, including ones focusing on the Super Mario Bros. franchise, J.K. Rowling's Harry Potter series, the videogame Hogwarts Legacy, L. Frank Baum's The Wizard of Oz, and The Legend of Zelda video games. The book concludes with invaluable insights into the state of literary games and ludic narratives and possible future directions, as well as the roles of readers/players in effecting these new visions.By illuminating the shared foundations of these engrossing pastimes, this stimulating and practical guide is an invaluable resource for students and instructors of literature, film, and games studies.
Idioma: Inglés
Publicado por Taylor & Francis Ltd, London, 2026
ISBN 10: 1032865636 ISBN 13: 9781032865638
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Añadir al carritoPaperback. Condición: new. Paperback. How is literature like a game, and how are games like literature? Engagements with Literary Gaming examines the cultural significance of these two converging forms, defining the concept of literary gaming for a new narrative, ludic, and media landscape.Narratives have long featured ludic themes, and games are increasingly incorporating narrative structures. As a critical concept, ludonarratology encourages readers and players to consider the meanings behind ludic stories and narrative games. This book begins by examining the rules of narratives and games, looking at their shared foundations as well as stressing the impossibility of rules for literature but their necessity for games. The authors address key issues in ludonarrative studies, including adaptations; issues of personal identity, with particular focus on race, ethnicity, gender, and sexuality; childrens literature, games, and media; and virtual worlds. The authors offer accessible and engaging case studies throughout, including ones focusing on the Super Mario Bros. franchise, J.K. Rowlings Harry Potter series, the videogame Hogwarts Legacy, L. Frank Baums The Wizard of Oz, and The Legend of Zelda video games. The book concludes with invaluable insights into the state of literary games and ludic narratives and possible future directions, as well as the roles of readers/players in effecting these new visions.By illuminating the shared foundations of these engrossing pastimes, this stimulating and practical guide is an invaluable resource for students and instructors of literature, film, and games studies. How is literature like a game, and how are games like literature? Engagements with Literary Gaming examines the cultural significance of these two converging forms, defining the concept of literary gaming for a new narrative, ludic, and media landscape. This item is printed on demand. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.
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Idioma: Inglés
Publicado por Taylor & Francis Ltd, London, 2026
ISBN 10: 1032865636 ISBN 13: 9781032865638
Librería: CitiRetail, Stevenage, Reino Unido
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Añadir al carritoPaperback. Condición: new. Paperback. How is literature like a game, and how are games like literature? Engagements with Literary Gaming examines the cultural significance of these two converging forms, defining the concept of literary gaming for a new narrative, ludic, and media landscape.Narratives have long featured ludic themes, and games are increasingly incorporating narrative structures. As a critical concept, ludonarratology encourages readers and players to consider the meanings behind ludic stories and narrative games. This book begins by examining the rules of narratives and games, looking at their shared foundations as well as stressing the impossibility of rules for literature but their necessity for games. The authors address key issues in ludonarrative studies, including adaptations; issues of personal identity, with particular focus on race, ethnicity, gender, and sexuality; childrens literature, games, and media; and virtual worlds. The authors offer accessible and engaging case studies throughout, including ones focusing on the Super Mario Bros. franchise, J.K. Rowlings Harry Potter series, the videogame Hogwarts Legacy, L. Frank Baums The Wizard of Oz, and The Legend of Zelda video games. The book concludes with invaluable insights into the state of literary games and ludic narratives and possible future directions, as well as the roles of readers/players in effecting these new visions.By illuminating the shared foundations of these engrossing pastimes, this stimulating and practical guide is an invaluable resource for students and instructors of literature, film, and games studies. How is literature like a game, and how are games like literature? Engagements with Literary Gaming examines the cultural significance of these two converging forms, defining the concept of literary gaming for a new narrative, ludic, and media landscape. This item is printed on demand. Shipping may be from our UK warehouse or from our Australian or US warehouses, depending on stock availability.
Librería: AHA-BUCH GmbH, Einbeck, Alemania
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Añadir al carritoTaschenbuch. Condición: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - How is literature like a game, and how are games like literature Engagements with Literary Gaming examines the cultural significance of these two converging forms, defining the concept of literary gaming for a new narrative, ludic, and media landscape.
Idioma: Inglés
Publicado por Taylor & Francis Ltd, London, 2026
ISBN 10: 1032865636 ISBN 13: 9781032865638
Librería: AussieBookSeller, Truganina, VIC, Australia
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Añadir al carritoPaperback. Condición: new. Paperback. How is literature like a game, and how are games like literature? Engagements with Literary Gaming examines the cultural significance of these two converging forms, defining the concept of literary gaming for a new narrative, ludic, and media landscape.Narratives have long featured ludic themes, and games are increasingly incorporating narrative structures. As a critical concept, ludonarratology encourages readers and players to consider the meanings behind ludic stories and narrative games. This book begins by examining the rules of narratives and games, looking at their shared foundations as well as stressing the impossibility of rules for literature but their necessity for games. The authors address key issues in ludonarrative studies, including adaptations; issues of personal identity, with particular focus on race, ethnicity, gender, and sexuality; childrens literature, games, and media; and virtual worlds. The authors offer accessible and engaging case studies throughout, including ones focusing on the Super Mario Bros. franchise, J.K. Rowlings Harry Potter series, the videogame Hogwarts Legacy, L. Frank Baums The Wizard of Oz, and The Legend of Zelda video games. The book concludes with invaluable insights into the state of literary games and ludic narratives and possible future directions, as well as the roles of readers/players in effecting these new visions.By illuminating the shared foundations of these engrossing pastimes, this stimulating and practical guide is an invaluable resource for students and instructors of literature, film, and games studies. How is literature like a game, and how are games like literature? Engagements with Literary Gaming examines the cultural significance of these two converging forms, defining the concept of literary gaming for a new narrative, ludic, and media landscape. This item is printed on demand. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.
Librería: preigu, Osnabrück, Alemania
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Añadir al carritoTaschenbuch. Condición: Neu. Engagements with Literary Gaming | Tison Pugh (u. a.) | Taschenbuch | Einband - flex.(Paperback) | Englisch | 2026 | Routledge | EAN 9781032865638 | Verantwortliche Person für die EU: Libri GmbH, Europaallee 1, 36244 Bad Hersfeld, gpsr[at]libri[dot]de | Anbieter: preigu Print on Demand.