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Social Media Theory and Communications Practice
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ISBN: 9781000900682 1003255736 1003255736 1000900681 Year: 2024 Publisher: New York, NY : Routledge,

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The culture of digital fighting games : performance and practice
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ISBN: 9780415821308 Year: 2014 Publisher: New York : Routledge, Taylor & Francis Group,

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Public service broadcasting online: a comparative European policy study of PSB 2.0
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ISBN: 9781137295095 1137295090 Year: 2013 Publisher: London Palgrave

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Benedetta Brevini investigates the extent to which a Public Service Broadcasting (PSB) ethos has been extended to the online world in Europe. She examines the most significant policy initiatives carried out by PSBs in Europe on online platforms, and analyzes how the public service philosophy is being reinvented by policy makers (at both the national and European level), by PSB institutions and by their competitors. Brevini examines Denmark, France, Italy, Spain and the UK, where PSB has been the subject of landmark reforms that have changed its legal and policy frameworks. Concurrently, at the European level, the debate about the redefinition and expansion of PSB in the new media has been vigorous. As such, Brevini elaborates on and discusses a normative democratic framework for PSB online in Europe named 'PSB 2.0'. She argues that, if the online world is to be infused with the same public service ethos which characterizes traditional broadcasting, European policy makers and institutions need to understand that a reconfiguration of public service values and principles in.Bron : http://www.amazon.com


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Metagaming : playing, competing, spectating, cheating, trading, making, and breaking videogames
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ISBN: 9781452954158 1452954151 0816687161 9780816687169 Year: 2017 Publisher: Minneapolis, Minnesota ; London, [England] : University of Minnesota Press,

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"The greatest trick the videogame industry ever pulled was convincing the world that videogames were games rather than a medium for making metagames. Elegantly defined as "games about games," metagames implicate a diverse range of practices that stray outside the boundaries and bend the rules: from technical glitches and forbidden strategies to Renaissance painting, algorithmic trading, professional sports, and the War on Terror. In Metagaming, Stephanie Boluk and Patrick LeMieux demonstrate how games always extend beyond the screen, and how modders, mappers, streamers, spectators, analysts, and artists are changing the way we play. Metagaming uncovers these alternative histories of play by exploring the strange experiences and unexpected effects that emerge in, on, around, and through videogames. Players puzzle through the problems of perspectival rendering in Portal, perform clandestine acts of electronic espionage in EVE Online, compete and commentate in Korean StarCraft, and speedrun The Legend of Zelda in record times (with or without the use of vision). Companies like Valve attempt to capture the metagame through international e-sports and online marketplaces while the corporate history of Super Mario Bros. is undermined by the endless levels of Infinite Mario, the frustrating pranks of Asshole Mario, and even Super Mario Clouds, a ROM hack exhibited at the Whitney Museum of American Art. One of the only books to include original software alongside each chapter, Metagaming transforms videogames from packaged products into instruments, equipment, tools, and toys for intervening in the sensory and political economies of everyday life. And although videogames conflate the creativity, criticality, and craft of play with the act of consumption, we don't simply play videogames--we make metagames"--

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