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Video Games and Comedy (Hardcover, 2022 ed.): Krista Bonello Rutter Giappone, Tomasz Z. Majkowski, Jaroslav Svelch Video Games and Comedy (Hardcover, 2022 ed.)
Krista Bonello Rutter Giappone, Tomasz Z. Majkowski, Jaroslav Svelch
R3,363 Discovery Miles 33 630 Ships in 18 - 22 working days

Video Games and Comedy is the first edited volume to explore the intersections between comedy and video games. This pioneering book collects chapters from a diverse group of scholars, covering a wide range of approaches and examining the relationship between video games, humour, and comedy from many different angles. The first section of the book includes chapters that engage with theories of comedy and humour, adapting them to the specifics of the video game medium. The second section explores humour in the contexts, cultures, and communities that give rise to and spring up around video games, focusing on phenomena such as in-jokes, player self-reflexivity, and player/fan creativity. The third section offers case studies of individual games or game series, exploring the use of irony as well as sexual and racial humour in video games. Chapter "Emergence and Ephemerality of Humour During Live Coverage of Large-Scale eSports Events" is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.

Game Production Studies (Hardcover): Olli Sotamaa, Jan Svelch Game Production Studies (Hardcover)
Olli Sotamaa, Jan Svelch; Contributions by David Nieborg, Vinciane Zabban, Mia Consalvo, …
R4,056 Discovery Miles 40 560 Ships in 18 - 22 working days

Video games have entered the cultural mainstream and now rival established forms of entertainment such as film or television in terms of economic profits. As careers in video game development become more common, so do the stories about precarious working conditions and structural inequalities within the industry. In Game Production Studies, an international group of researchers takes a closer look at the everyday realities of video game production, ranging from commercial studios to independent creators. Across sixteen chapters, the authors deal with issues related to labour, production routines, or monetization, as well as local specificities. As the first edited collection dedicated solely to video game production, this volume provides a timely resource for anyone interested in how games are made and at what cost.

Player vs. Monster - The Making and Breaking of Video Game Monstrosity (Hardcover): Jaroslav Svelch Player vs. Monster - The Making and Breaking of Video Game Monstrosity (Hardcover)
Jaroslav Svelch
R646 R590 Discovery Miles 5 900 Save R56 (9%) Ships in 18 - 22 working days
Remapping Cold War Media - Institutions, Infrastructures, Translations (Hardcover): Alice Lovejoy, Mari Pajala Remapping Cold War Media - Institutions, Infrastructures, Translations (Hardcover)
Alice Lovejoy, Mari Pajala; Contributions by Katie Trumpener, Rosamund Johnston, Anu Koivunen, …
R2,336 Discovery Miles 23 360 Ships in 18 - 22 working days

Why were Hollywood producers eager to film on the other side of the Iron Curtain? How did Western computer games become popular in socialist Czechoslovakia's youth paramilitary clubs? What did Finnish commercial television hope to gain from broadcasting Soviet drama? Cold War media cultures are typically remembered in terms of an East-West binary, emphasizing conflict and propaganda. Remapping Cold War Media, however, offers a different perspective on the period, illuminating the extensive connections between media industries and cultures in Europe's Cold War East and their counterparts in the West and Global South. These connections were forged by pragmatic, technological, economic, political, and aesthetic forces; they had multiple, at times conflicting, functions and meanings. And they helped shape the ways in which media circulates today-from film festivals, to satellite networks, to coproductions. Considering film, literature, radio, photography, computer games, and television, Remapping Cold War Media offers a transnational history of postwar media that spans Eastern and Western Europe, the Nordic countries, Cuba, the United States, and beyond. Contributors draw on extensive archival research to reveal how media traveled across geopolitical boundaries; the processes of translation, interpretation, and reception on which these travels depended; and the significance of media form, content, industries, and infrastructures then and now.

Remapping Cold War Media - Institutions, Infrastructures, Translations (Paperback): Alice Lovejoy, Mari Pajala Remapping Cold War Media - Institutions, Infrastructures, Translations (Paperback)
Alice Lovejoy, Mari Pajala; Contributions by Katie Trumpener, Rosamund Johnston, Anu Koivunen, …
R793 Discovery Miles 7 930 Ships in 9 - 17 working days

Why were Hollywood producers eager to film on the other side of the Iron Curtain? How did Western computer games become popular in socialist Czechoslovakia's youth paramilitary clubs? What did Finnish commercial television hope to gain from broadcasting Soviet drama? Cold War media cultures are typically remembered in terms of an East-West binary, emphasizing conflict and propaganda. Remapping Cold War Media, however, offers a different perspective on the period, illuminating the extensive connections between media industries and cultures in Europe's Cold War East and their counterparts in the West and Global South. These connections were forged by pragmatic, technological, economic, political, and aesthetic forces; they had multiple, at times conflicting, functions and meanings. And they helped shape the ways in which media circulates today-from film festivals, to satellite networks, to coproductions. Considering film, literature, radio, photography, computer games, and television, Remapping Cold War Media offers a transnational history of postwar media that spans Eastern and Western Europe, the Nordic countries, Cuba, the United States, and beyond. Contributors draw on extensive archival research to reveal how media traveled across geopolitical boundaries; the processes of translation, interpretation, and reception on which these travels depended; and the significance of media form, content, industries, and infrastructures then and now.

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