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Details

Autor(en) / Beteiligte
Titel
Real games : what's legitimate and what's not in contemporary video games
Ist Teil von
  • Playful thinking
Ort / Verlag
Cambridge, MA : The MIT Press
Erscheinungsjahr
[2019]
Link zu anderen Inhalten
Beschreibungen/Notizen
  • Includes bibliographical references and index
  • Facebook games were evil -- Developer pedigree -- The game itself -- The rise of free-to-play games.
  • "Real Games is an exploration of how the discourses surrounding videogames shapes what games get made and played as well as who is invited to play them. By making appeals to 'real games,' players and developers center certain kinds of experiences and marginalize others. The authors argue that this process emerges dynamically out of discussions about videogames and has changed over time to center on a handful of key elements, namely a game's developer, it's payment model, and elements of the game itself including its length and perceived difficulty (among others). Dozens of games are referenced in this book, many of which are not widely studied. That gives the manuscript an ability to connect with more potential readers and the ability to speak more broadly about the state of videogames than efforts that are focused on an individual genre or game"--
Sprache
Englisch
Identifikatoren
ISBN: 9780262042604
Titel-ID: 990020866500106463
Format
xxxvii, 180 Seiten; Illustrationen
Systemstelle
KNZS
Schlagworte
Video games / History, Video games / Design, Video games / Social aspects, Video games industry / History

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