9780745634005 - computer games: text, narrative and play von carr, diane; buckingham, david; burn, andrew; schott, gareth (6 Ergebnisse)

- Hardcover
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Hardcover. Zustand: Very Good. No Jacket. Former library book; May have limited writing in cover pages. Pages are unmarked. ~ ThriftBooks: Read More, Spend Less.

- Hardcover
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HRD. Zustand: New. New Book. Shipped from UK. Established seller since 2000.

Computer Games: Text, Narrative and Play
Carr, Diane; Buckingham, David; Burn, Andrew; Schott, Gareth
- Hardcover
Anbieter: Ria Christie Collections, Uxbridge, Vereinigtes KönigreichRia Christie Collections
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- Hardcover
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Zustand: New. This book provides a systematic, comprehensive introduction to the analysis of computer and video games. It introduces key concepts and approaches drawn from literary, film and media theory in an accessible and concrete manner; and it tests their use and relevance by applying them to a representative selection of g…ames. Num Pages: 220 pages, 1, black & white illustrations. BIC Classification: JFCA; UDX. Category: (P) Professional & Vocational. Dimension: 254 x 178 x 14. Weight in Grams: 602. . 2006. 1st Edition. Hardcover. . . . . Books ship from the US and Ireland.

- Hardcover
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Gebunden. Zustand: New. This book provides a systematic, comprehensive introduction to the analysis of computer and video games. It introduces key concepts and approaches drawn from literary, film and media theory in an accessible and concrete manner and it tests their use and re.

- Hardcover
Anbieter: AHA-BUCH GmbH, Einbeck, DeutschlandAHA-BUCH GmbH
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EUR 101,18
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Buch. Zustand: Neu. Neuware - Computer games are one of the most exciting and rapidly evolving media of our time. Revenues from console and computer games have now overtaken those from Hollywood movies; and online gaming is one of the fastest-growing areas of the internet. Games are no longer just kids' stuff: the majority of pl…ayers are now adults, and the market is constantly broadening. The visual style of games has become increasingly sophisticated, and the complexities of game-play are ever more challenging. Meanwhile, the iconography and generic forms of games are increasingly influencing a whole range of other media, from films and television to books and toys. This book provides a systematic, comprehensive introduction to the analysis of computer and video games. It introduces key concepts and approaches drawn from literary, film and media theory in an accessible and concrete manner; and it tests their use and relevance by applying them to a small but representative selection of role-playing and action-adventure games. It combines methods of textual analysis and audience research, showing how the combination of such methods can give a more complete picture of these playable texts and the fan cultures they generate. Clearly written and engaging, it will be a key text for students in the field and for all those with an interest in taking games seriously.