0
Your cart

Your cart is empty

Browse All Departments
  • All Departments
Price
Status
Brand

Showing 1 - 16 of 16 matches in All Departments

The Video Game Explosion - A History from PONG to PlayStation and Beyond (Hardcover): Mark J.P. Wolf The Video Game Explosion - A History from PONG to PlayStation and Beyond (Hardcover)
Mark J.P. Wolf
R2,739 Discovery Miles 27 390 Ships in 18 - 22 working days

In the United States alone, the video game industry raked in an astonishing $12.5 billion last year, and shows no signs of slowing. Once dismissed as a fleeting fad of the young and frivolous, this booming industry has not only proven its staying power, but promises to continue driving the future of new media and emerging technologies. Today video games have become a limitless and multifaceted medium through which Fortune 50 corporations and Hollywood visionaries alike are reaching broader global audiences and influencing cultural trends at a rate unmatched by any other media. The Video Game Explosion: A History from PONG to PlayStation and Beyond traces the growth of a global phenomenon that has become an integral part of popular culture today. All aspects of video games and gaming culture are covered inside this engaging reference, including the leading video game innovators, the technological advances that made the games of the late 1970s and those of today possible, the corporations that won and lost billions of dollars pursing this lucrative market, arcade culture, as well as the demise of free-standing video consoles and the rise of home-based and handheld gaming devices. Narrative chapters explore the ongoing debates surrounding whether video games lead to violence in children and teens-as was the case with the Columbine High School shootings-in addition to other hot-button topics, such as the evolution of adventure games and first-person shooters. Inside readers will discover: l dblHow video games as a novelty grew into a worldwide multi-billion dollar industryl dblHow ethical worldviews can be embodied in video gamesl dblHow to get a job in the video game industryl dbl The storybehind the battle between Sony's PlayStation 3, Nintendo's Wii, and Microsoft's Xbox 360l dbl The pioneers who developed such video games as Pac-Man, Donkey Kong, Myst, and more

The Routledge Companion to Video Game Studies (Hardcover, 2nd edition): Mark J.P. Wolf, Bernard Perron The Routledge Companion to Video Game Studies (Hardcover, 2nd edition)
Mark J.P. Wolf, Bernard Perron
R6,786 Discovery Miles 67 860 Ships in 10 - 15 working days

A definitive guide to contemporary video game studies, this second edition has been fully revised and updated to address the ongoing theoretical and methodological development of game studies. Expertly compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, the Companion includes comprehensive and interdisciplinary models and approaches for analyzing video games, new perspectives on video games both as an art form and cultural phenomenon, explorations of the technical and creative dimensions of video games, and accounts of the political, social, and cultural dynamics of video games. Brand new to this second edition are essays examining topics such as preservation, augmented, mixed and virtual reality, eSports, disability, diversity, and identity, as well as a new section that specifically examines the industrial aspects of video games including digital distribution, game labor, triple-A games, indie games, and globalization. Each essay provides a lively and succinct summary of its target area, quickly bringing the reader up-to-date on the pertinent issues surrounding each aspect of the field, including references for further reading. A comprehensive overview of the present state of video game studies that will undoubtedly prove invaluable to students, scholars, and game designers alike.

Fifty Key Video Games (Hardcover): Bernard Perron, Kelly Boudreau, Mark J.P. Wolf, Dominic Arsenault Fifty Key Video Games (Hardcover)
Bernard Perron, Kelly Boudreau, Mark J.P. Wolf, Dominic Arsenault
R4,478 Discovery Miles 44 780 Ships in 18 - 22 working days

- The first book dedicated to exploring key video games from the 1970s to present day. - Provides a highly accessible overview of the history of video games from PONG, Pac-Man and Tetris to Minecraft, Animal Crossing and Assassin's Creed. - The selection covers a range of historical periods and platforms, genres, commercial impact, artistic choices, contexts of play, typical and atypical representations, uses of games for specific purposes, uses of materials or techniques, specific subcultures, repurposing, transgressive aesthetics, interfaces, moral or ethical impacts, and more.

World-Builders on World-Building - An Exploration of Subcreation (Paperback): Mark J.P. Wolf World-Builders on World-Building - An Exploration of Subcreation (Paperback)
Mark J.P. Wolf
R1,373 Discovery Miles 13 730 Ships in 10 - 15 working days

With contributions from a distinguished group of world-builders, including academics, writers, and designers, this anthology of essays describes the process and discusses the nature of subcreation and the construction of worlds. From Oz to MUD, Walden to Rockall, all the worlds featured in this volume share one thing in common: they began in someone's imagination, grew from there, and became worlds built with the assistance of multiple authors and a variety of different ideas and media, including designs, imagery, sound, music, stories, and more. The book examines this development, with examples and discussions pertaining to the process and the final product of the building of imaginary worlds, including some transmedial worlds. World-Builders on World-Building is a fascinating deep dive into the practical problems of world-building as well as its theoretical aspects. It is ideal for students, scholars, and even practitioners interested in media studies, game studies, subcreation studies, franchise studies, transmedia studies, and pop culture.

The World of Mister Rogers' Neighborhood (Paperback): Mark J.P. Wolf The World of Mister Rogers' Neighborhood (Paperback)
Mark J.P. Wolf
R678 Discovery Miles 6 780 Ships in 10 - 15 working days

Unlike many children's television shows, Mister Rogers' Neighborhood did more than simply entertain or occupy children's attention. The show educated them in the affective domain, encouraging such things as appreciation for difference, collaboration, self-expression, and self-worth. It also introduced them to the areas of culture, art, and music through guests, trips, art objects and processes, and demonstrations, making it accessible and meaningful in a way that a child could understand. While the educational content of children's television programming has improved greatly since the late 1960s, no other children's program has ever attempted such a mix of high art, low art, folk art, industrial production, learning in the affective and social domains, and more, all with a whimsical sense of humor, insight, and a level of interconnected detail unmatched by any other children's television program. This book illuminates and examines the world of Mister Rogers' Neighborhood through world design, narrative, genre, form, content, authorship, reception and more.

Building Imaginary Worlds - The Theory and History of Subcreation (Hardcover): Mark J.P. Wolf Building Imaginary Worlds - The Theory and History of Subcreation (Hardcover)
Mark J.P. Wolf
R5,650 Discovery Miles 56 500 Ships in 10 - 15 working days

Mark J.P. Wolf's study of imaginary worlds theorizes world-building within and across media, including literature, comics, film, radio, television, board games, video games, the Internet, and more. Building Imaginary Worlds departs from prior approaches to imaginary worlds that focused mainly on narrative, medium, or genre, and instead considers imaginary worlds as dynamic entities in and of themselves. Wolf argues that imaginary worlds-which are often transnarrative, transmedial, and transauthorial in nature-are compelling objects of inquiry for Media Studies. Chapters touch on: a theoretical analysis of how world-building extends beyond storytelling, the engagement of the audience, and the way worlds are conceptualized and experienced a history of imaginary worlds that follows their development over three millennia from the fictional islands of Homer's Odyssey to the present internarrative theory examining how narratives set in the same world can interact and relate to one another an examination of transmedial growth and adaptation, and what happens when worlds make the jump between media an analysis of the transauthorial nature of imaginary worlds, the resulting concentric circles of authorship, and related topics of canonicity, participatory worlds, and subcreation's relationship with divine Creation Building Imaginary Worlds also provides the scholar of imaginary worlds with a glossary of terms and a detailed timeline that spans three millennia and more than 1,400 imaginary worlds, listing their names, creators, and the works in which they first appeared.

The Video Game Theory Reader 2 (Hardcover, New): Bernard Perron, Mark J.P. Wolf The Video Game Theory Reader 2 (Hardcover, New)
Bernard Perron, Mark J.P. Wolf
R4,790 Discovery Miles 47 900 Ships in 18 - 22 working days

The Video Game Theory Reader 2 picks up where the first Video Game Theory Reader (Routledge, 2003) left off, with a group of leading scholars turning their attention to next-generation platforms-the Nintendo Wii, the PlayStation 3, the Xbox 360-and to new issues in the rapidly expanding field of video games studies. The contributors are some of the most renowned scholars working on video games today including Henry Jenkins, Jesper Juul, Eric Zimmerman, and Mia Consalvo. While the first volume had a strong focus on early video games, this volume also addresses more contemporary issues such as convergence and MMORPGs. The volume concludes with an appendix of nearly 40 ideas and concepts from a variety of theories and disciplines that have been usefully and insightfully applied to the study of video games.

The Video Game Theory Reader 2 (Paperback, New): Bernard Perron, Mark J.P. Wolf The Video Game Theory Reader 2 (Paperback, New)
Bernard Perron, Mark J.P. Wolf
R1,568 Discovery Miles 15 680 Ships in 10 - 15 working days

The Video Game Theory Reader 2 picks up where the first Video Game Theory Reader (Routledge, 2003) left off, with a group of leading scholars turning their attention to next-generation platforms-the Nintendo Wii, the PlayStation 3, the Xbox 360-and to new issues in the rapidly expanding field of video games studies. The contributors are some of the most renowned scholars working on video games today including Henry Jenkins, Jesper Juul, Eric Zimmerman, and Mia Consalvo. While the first volume had a strong focus on early video games, this volume also addresses more contemporary issues such as convergence and MMORPGs. The volume concludes with an appendix of nearly 40 ideas and concepts from a variety of theories and disciplines that have been usefully and insightfully applied to the study of video games.

The Video Game Theory Reader (Hardcover): Mark J.P. Wolf, Bernard Perron The Video Game Theory Reader (Hardcover)
Mark J.P. Wolf, Bernard Perron
R4,516 Discovery Miles 45 160 Ships in 10 - 15 working days


The Video Game Theory Reader brings together exciting new work on video games as a unique medium and nascent field of study - one that is rapidly developing new modes of understanding and analysis. This pioneering collection addresses the many ways video games are reshaping the face of entertainment and our relationship with technology. In the volume, leading Media Studies scholars develop new theoretical tools and concepts to study video games. Drawing upon examples from widely popular games ranging from Space Invaders to Final Fantasy, the contributors discuss the relationship between video games and other media; the shift from third- to first-person games; gamers and the gaming community; and the important sociological, cultural, industrial, and economic issues that surround gaming.

Fifty Key Video Games (Paperback): Bernard Perron, Kelly Boudreau, Mark J.P. Wolf, Dominic Arsenault Fifty Key Video Games (Paperback)
Bernard Perron, Kelly Boudreau, Mark J.P. Wolf, Dominic Arsenault
R918 Discovery Miles 9 180 Ships in 10 - 15 working days

- The first book dedicated to exploring key video games from the 1970s to present day. - Provides a highly accessible overview of the history of video games from PONG, Pac-Man and Tetris to Minecraft, Animal Crossing and Assassin's Creed. - The selection covers a range of historical periods and platforms, genres, commercial impact, artistic choices, contexts of play, typical and atypical representations, uses of games for specific purposes, uses of materials or techniques, specific subcultures, repurposing, transgressive aesthetics, interfaces, moral or ethical impacts, and more.

World-Builders on World-Building - An Exploration of Subcreation (Hardcover): Mark J.P. Wolf World-Builders on World-Building - An Exploration of Subcreation (Hardcover)
Mark J.P. Wolf
R4,464 Discovery Miles 44 640 Ships in 18 - 22 working days

With contributions from a distinguished group of world-builders, including academics, writers, and designers, this anthology of essays describes the process and discusses the nature of subcreation and the construction of worlds. From Oz to MUD, Walden to Rockall, all the worlds featured in this volume share one thing in common: they began in someone's imagination, grew from there, and became worlds built with the assistance of multiple authors and a variety of different ideas and media, including designs, imagery, sound, music, stories, and more. The book examines this development, with examples and discussions pertaining to the process and the final product of the building of imaginary worlds, including some transmedial worlds. World-Builders on World-Building is a fascinating deep dive into the practical problems of world-building as well as its theoretical aspects. It is ideal for students, scholars, and even practitioners interested in media studies, game studies, subcreation studies, franchise studies, transmedia studies, and pop culture.

The World of Mister Rogers' Neighborhood (Hardcover): Mark J.P. Wolf The World of Mister Rogers' Neighborhood (Hardcover)
Mark J.P. Wolf
R1,875 Discovery Miles 18 750 Ships in 10 - 15 working days

Unlike many children's television shows, Mister Rogers' Neighborhood did more than simply entertain or occupy children's attention. The show educated them in the affective domain, encouraging such things as appreciation for difference, collaboration, self-expression, and self-worth. It also introduced them to the areas of culture, art, and music through guests, trips, art objects and processes, and demonstrations, making it accessible and meaningful in a way that a child could understand. While the educational content of children's television programming has improved greatly since the late 1960s, no other children's program has ever attempted such a mix of high art, low art, folk art, industrial production, learning in the affective and social domains, and more, all with a whimsical sense of humor, insight, and a level of interconnected detail unmatched by any other children's television program. This book illuminates and examines the world of Mister Rogers' Neighborhood through world design, narrative, genre, form, content, authorship, reception and more.

Building Imaginary Worlds - The Theory and History of Subcreation (Paperback, New): Mark J.P. Wolf Building Imaginary Worlds - The Theory and History of Subcreation (Paperback, New)
Mark J.P. Wolf
R1,642 Discovery Miles 16 420 Ships in 9 - 17 working days

Mark J.P. Wolf's study of imaginary worlds theorizes world-building within and across media, including literature, comics, film, radio, television, board games, video games, the Internet, and more. Building Imaginary Worlds departs from prior approaches to imaginary worlds that focused mainly on narrative, medium, or genre, and instead considers imaginary worlds as dynamic entities in and of themselves. Wolf argues that imaginary worlds-which are often transnarrative, transmedial, and transauthorial in nature-are compelling objects of inquiry for Media Studies. Chapters touch on: a theoretical analysis of how world-building extends beyond storytelling, the engagement of the audience, and the way worlds are conceptualized and experienced a history of imaginary worlds that follows their development over three millennia from the fictional islands of Homer's Odyssey to the present internarrative theory examining how narratives set in the same world can interact and relate to one another an examination of transmedial growth and adaptation, and what happens when worlds make the jump between media an analysis of the transauthorial nature of imaginary worlds, the resulting concentric circles of authorship, and related topics of canonicity, participatory worlds, and subcreation's relationship with divine Creation Building Imaginary Worlds also provides the scholar of imaginary worlds with a glossary of terms and a detailed timeline that spans three millennia and more than 1,400 imaginary worlds, listing their names, creators, and the works in which they first appeared.

The Video Game Theory Reader (Paperback): Mark J.P. Wolf, Bernard Perron The Video Game Theory Reader (Paperback)
Mark J.P. Wolf, Bernard Perron
R1,682 Discovery Miles 16 820 Ships in 10 - 15 working days


The Video Game Theory Reader brings together exciting new work on video games as a unique medium and nascent field of study - one that is rapidly developing new modes of understanding and analysis. This pioneering collection addresses the many ways video games are reshaping the face of entertainment and our relationship with technology. In the volume, leading Media Studies scholars develop new theoretical tools and concepts to study video games. Drawing upon examples from widely popular games ranging from Space Invaders to Final Fantasy, the contributors discuss the relationship between video games and other media; the shift from third- to first-person games; gamers and the gaming community; and the important sociological, cultural, industrial, and economic issues that surround gaming.

Video Games Around the World (Paperback): Mark J.P. Wolf Video Games Around the World (Paperback)
Mark J.P. Wolf; Foreword by Toru Iwatani
R1,671 Discovery Miles 16 710 Ships in 18 - 22 working days

Thirty-nine essays explore the vast diversity of video game history and culture across all the world's continents. Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and culture across every continent, with essays covering areas as disparate and far-flung as Argentina and Thailand, Hungary and Indonesia, Iran and Ireland. Most of the essays are written by natives of the countries they discuss, many of them game designers and founders of game companies, offering distinctively firsthand perspectives. Some of these national histories appear for the first time in English, and some for the first time in any language. Readers will learn, for example, about the rapid growth of mobile games in Africa; how a meat-packing company held the rights to import the Atari VCS 2600 into Mexico; and how the Indonesian MMORPG Nusantara Online reflects that country's cultural history and folklore. Every country or region's unique conditions provide the context that shapes its national industry; for example, the long history of computer science in the United Kingdom and Scandinavia, the problems of piracy in China, the PC Bangs of South Korea, or the Dutch industry's emphasis on serious games. As these essays demonstrate, local innovation and diversification thrive alongside productions and corporations with global aspirations. Africa * Arab World * Argentina * Australia * Austria * Brazil * Canada * China * Colombia * Czech Republic * Finland * France * Germany * Hong Kong * Hungary * India * Indonesia * Iran * Ireland * Italy * Japan * Mexico * The Netherlands * New Zealand * Peru * Poland * Portugal * Russia * Scandinavia * Singapore * South Korea * Spain * Switzerland * Thailand * Turkey * United Kingdom * United States of America * Uruguay * Venezuela

Encyclopedia of Video Games - The Culture, Technology, and Art of Gaming [3 volumes] (Hardcover, 2nd edition): Mark J.P. Wolf Encyclopedia of Video Games - The Culture, Technology, and Art of Gaming [3 volumes] (Hardcover, 2nd edition)
Mark J.P. Wolf
R7,880 Discovery Miles 78 800 Ships in 10 - 15 working days

Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.

Free Delivery
Pinterest Twitter Facebook Google+
You may like...
No Bullsh*t Change - An 8-Step Guide For…
Chris Hirst Paperback R350 R312 Discovery Miles 3 120
The Ultimate Guide To Great Mentorship…
Scott Jeffrey Miller Paperback R410 R366 Discovery Miles 3 660
Career Counselling And Guidance In The…
Melinda Coetzee, Herman Roythorne-Jacobs, … Paperback R715 R652 Discovery Miles 6 520
Introduction to Large Truncated Toeplitz…
Albrecht Boettcher, Bernd Silbermann Hardcover R2,797 Discovery Miles 27 970
Moral Panics and the Copyright Wars
William Patry Hardcover R1,024 Discovery Miles 10 240
Disciple - Walking With God
Rorisang Thandekiso, Nkhensani Manabe Paperback  (1)
R280 R250 Discovery Miles 2 500
Self-Helpless - A Cynic's Search for…
Rebecca Davis Paperback  (4)
R290 R263 Discovery Miles 2 630
Nonselfadjoint Operator Algebras…
Hari Bercovici, Ciprian Foias, … Hardcover R2,420 Discovery Miles 24 200
100 Mandela Moments
Kate Sidley Paperback R260 R232 Discovery Miles 2 320
Purposeful Leadership For Africa In The…
Lumkile Wiseman Nkuhlu Paperback R350 R312 Discovery Miles 3 120

 

Partners