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Vintage Games explores the most influential videogames of all time, including Super Mario Bros., Grand Theft Auto III, Doom, The Sims and many more. Drawing on interviews as well as the authors' own lifelong experience with videogames, the book discusses each game's development, predecessors, critical reception, and influence on the industry. It also features hundreds of full-color screenshots and images, including rare photos of game boxes and other materials. Vintage Games is the ideal book for game enthusiasts and professionals who desire a broader understanding of the history of videogames
Video games --- #SBIB:309H17 --- History --- Computer- en videogames --- History.
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#SBIB:309H17 --- Computer- en videogames --- Computer. Automation --- Film --- Sociology of leisure
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Computer. Automation --- Sociology of culture --- Jeux vidéo --- Video games industry --- Industries --- Histoire --- History. --- #SBIB:309H17 --- Computer- en videogames --- Histoire.
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Computer. Automation --- Sociology of culture --- #SBIB:309H17 --- Computer- en videogames --- Video games. --- Video games --- Television games --- Videogames --- Electronic games
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"From Pong to PlayStation 3 and beyond, Understanding Video Games traces the history of video games, introduces the major theories used to analyze games such as ludology and narratology, reviews the economics of the game industry, examines the aesthetics of game design, surveys a broad range of game genres, explores player culture, and addresses the major debates surrounding the medium, from educational benefits to the effects of violence. Throughout the book, the authors ask students to consider larger questions about the medium:What defines a video game?Who plays games?Why do we play games?How do games affect the player?Extensively illustrated, and featuring discussion questions, a video game history timeline, and a glossary of key terms, Understanding Video Games is an indispensable and comprehensive resource for those interested in the ways video games are reshaping entertainment and society. "--
#SBIB:309H17 --- Computer- en videogames --- Video games --- Video games. --- Television games --- Videogames --- Electronic games --- Computer games --- Internet games --- Games
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#SBIB:309H17 --- #SBIB:309H142 --- Computer- en videogames --- Populaire muziek: functies, muziekgenres, historiek --- Popular music --- Video game music --- History and criticism --- Music
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#SBIB:309H17 --- 621.395 --- 621.396 --- Europese richtlijnen --- datacommunicatie --- draadloze communicatie --- elektrotechniek --- mobiele communicatie --- mobiele telefoons --- pakketschakeling --- radiocommunicatie --- recht (wetgeving) --- satellietcommunicatie --- semafonie --- standaardisatie --- telecommunicatie --- telefonie --- Computer- en videogames
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Sociology of leisure --- Computer. Automation --- Sociology of culture --- Video games --- #SBIB:309H17 --- Television games --- Videogames --- Computer- en videogames --- Electronic games --- Computer games --- Internet games --- Games
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Video games --- History. --- #SBIB:309H17 --- History --- Computer- en videogames --- 527.4 --- game --- game design --- video games --- computerspellen --- gamen --- videospellen --- gamegeschiedenis --- 20ste eeuw --- Gamegeschiedenis
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In the course of their increasing sociocultural importance, the academic interest in computer games has been growing considerably in the last years. This profound anthology comprehensibly introduces latest approaches in the central fields of game studies and provides an extensive survey of the contemporary game culture. Internationally renowned media and literature scholars, social scientists, game designers, and artists explore the cultural potential of computer games and present new concepts of researching sociocultural, industrial, and aesthetic aspects of digital entertainment.
Computer games --- Video games --- Social aspects. --- #SBIB:309H17 --- Social aspects --- Computer- en videogames --- Electronic games --- Internet games --- Television games --- Videogames --- Games
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