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Computer games are one of the most exciting and rapidly evolving media of our time. Revenues from console and computer games have now overtaken those from Hollywood movies; and online gaming is one of the fastest-growing areas of the internet. Games are no longer just kids' stuff: the majority of players are now adults, and the market is constantly broadening. The visual style of games has become increasingly sophisticated, and the complexities of game-play are ever more challenging. Meanwhile, the iconography and generic forms of games are increasingly influencing a whole range of other media, from films and television to books and toys. This book provides a systematic, comprehensive introduction to the analysis of computer and video games. It introduces key concepts and approaches drawn from literary, film and media theory in an accessible and concrete manner; and it tests their use and relevance by applying them to a small but representative selection of role-playing and action-adventure games. It combines methods of textual analysis and audience research, showing how the combination of such methods can give a more complete picture of these playable texts and the fan cultures they generate. Clearly written and engaging, it will be a key text for students in the field and for all those with an interest in taking games seriously
Computer games --- Social aspects. --- #SBIB:309H1713 --- #SBIB:309H240 --- #SBIB:309H241 --- Social aspects --- Mediatechnologie: nieuwe toepassingen (abonnee-televisie, electronic mail, desk top publishing, virtuele realiteit...) --- Andere media (theater, plastische kunsten, strips, affiches, speelautomaten...) --- Andere media: functies, genres, historiek --- Pragmatics --- Computer. Automation --- Sociology of culture --- Electronic games --- Internet games --- Television games --- Videogames --- Games --- Jeux vidéo --- Conception et construction --- Aspect social
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The primary goal of the volume on "Visual Communication" is to provide a collection of high quality, accessible papers that offer an overview of the different academic approaches to Visual Communication, the different theoretical perspectives on which they are based, the methods of analysis used and the different media and genre that have come under analysis. There is no such existing volume that draws together this range of closely related material generally found in much less related areas of research, including semiotics, art history, design, and new media theory. The volume has a total of 34 individual chapters that are organized into two sections: theories and methods, and areas of visual analysis. The chapters are all written by quality theorists and researchers, with a view that the research should be accessible to non-specialists in their own field while at the same time maintaining a high quality of work. The volume contains an introduction, which plots and locates the different approaches contained in it within broader developments and history of approaches to visual communication across different disciplines as each has attempted to define its terrain sometimes through unique concepts and methods sometimes through those borrowed and modified from others.
Mass communications --- Visual communication --- Image (Philosophy) --- Communication visuelle --- Image (Philosophie) --- Philosophy --- Philosophie --- 316.772.22 --- Audio-visuele, visuele communicatie. Beeldcommunicatie--(communicatiesociologie) --- 316.772.22 Audio-visuele, visuele communicatie. Beeldcommunicatie--(communicatiesociologie) --- Graphic communication --- Imaginal communication --- Pictorial communication --- Communication --- Philosophy. --- Communication Studies, Visual Communication.
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