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190502s2019 xxu o 000 0 engd
▼a 9780262353625
▼q (electronic bk.)
▼a 0262353628
▼q (electronic bk.)
▼z 9780262042604
▼a 2247472
▼b (N$T)
▼a (OCoLC)1099682829
▼a 12109
▼b MIT Press
▼a 9780262353625
▼b MIT Press
▼a MITPR
▼b eng
▼c MITPR
▼d OCLCF
▼d 248023
▼d EBLCP
▼d N$T
▼e rda
▼e pn
▼a MAIN
▼a GV1469.3
▼b .C6463 2019eb
▼a GAM
▼x 013000
▼2 bisacsh
▼a UDX
▼2 bicssc
▼a 794.8
▼2 23
▼a Consalvo, Mia,
▼d 1969-,
▼e author.
▼a Real games:
▼b what's legitimate and what's not in contemporary video games /
▼c Mia Consalvo and Christopher A. Paul.
▼a Cambridge:
▼b MIT Press,
▼c 2019.
▼a 1 online resource (224 pages).
▼a text
▼b txt
▼2 rdacontent
▼a computer
▼b c
▼2 rdamedia
▼a online resource
▼b cr
▼2 rdacarrier
▼a Playful Thinking
▼a Intro; Contents; On Thinking Playfully; Preface; Who Is Playing Not-Real Games?; Acknowledgments; Introduction: Welcome to the Discourse of the Real: Constituting the Boundaries of Games and Player; Real Game Studies?; Constitutive Rhetoric and the Creation of the Real; Prototype Theory; Our Analytic Lens; Chapter Breakdown; 1. Facebook Games Were Evil; A Game's Developer: Pedigree Matters; The Game Itself: Formal Elements; Payment Structures: Real Games and Real Dollars; Conclusion; 2. Developer Pedigree; Of Kings, Candy, and Sagas; Blizzard; Flappy Bird and an Outsider Indie Developer
▼a Conclusion3. The Game Itself; Length; Platform and Control Scheme; Social Richness and Perceived Difficulty; Conclusion; 4. The Rise of Free-to-Play Games; A (Selective) History of Purchasing Gameplay; Conclusion; Walking toward a Conclusion; Moving Past Walking; Notes; Preface; Introduction; Chapter 1; Chapter 2; Chapter 3; Chapter 4; Walking toward a Conclusion; Bibliography; Index
▼a How we talk about games as real or not-real, and how that shapes what games are made and who is invited to play them.
▼a Print version record.
▼a Added to collection customer.56279.3
▼a Video games
▼x History.
▼a Video games
▼x Design.
▼a Video games
▼x Social aspects.
▼a Video games industry
▼x History.
▼a Video games.
▼2 fast
▼0 (OCoLC)fst01166421
▼a Video games
▼x Design.
▼2 fast
▼0 (OCoLC)fst01166425
▼a Video games industry.
▼2 fast
▼0 (OCoLC)fst01740868
▼a Video games
▼x Social aspects.
▼2 fast
▼0 (OCoLC)fst01166440
▼a Electronic books.
▼a History.
▼2 fast
▼0 (OCoLC)fst01411628
▼a Paul, Christopher A.,
▼e author.
▼i Print version:
▼a Consalvo, Mia, 1969- author.
▼t Real games,
▼z 9780262042604
▼w (DLC) 2018046681
▼w (OCoLC)1078971003
▼a Playful thinking (Cambridge, Mass)
▼3 EBSCOhost
▼u https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&db=nlabk&AN=2247472
▼a EBL - Ebook Library
▼b EBLB
▼n EBL5928231
▼a EBSCOhost
▼b EBSC
▼n 2247472
▼a 최영란
▼a eBook
▼a 92
▼b N$T
| 자료유형 : | eBook |
|---|---|
| ISBN : | 9780262353625 |
| ISBN : | 0262353628 |
| ISBN : | |
| 개인저자 : | Consalvo, Mia, 1969-, author. |
| 서명/저자사항 : | Real games: what's legitimate and what's not in contemporary video games / Mia Consalvo and Christopher A. Paul. |
| 발행사항 : | Cambridge: MIT Press, 2019. |
| 형태사항 : | 1 online resource (224 pages). |
| 총서사항 : | Playful Thinking |
| 내용주기 : | Intro; Contents; On Thinking Playfully; Preface; Who Is Playing Not-Real Games?; Acknowledgments; Introduction: Welcome to the Discourse of the Real: Constituting the Boundaries of Games and Player; Real Game Studies?; Constitutive Rhetoric and the Creation of the Real; Prototype Theory; Our Analytic Lens; Chapter Breakdown; 1. Facebook Games Were Evil; A Game's Developer: Pedigree Matters; The Game Itself: Formal Elements; Payment Structures: Real Games and Real Dollars; Conclusion; 2. Developer Pedigree; Of Kings, Candy, and Sagas; Blizzard; Flappy Bird and an Outsider Indie Developer |
| 내용주기 : | Conclusion3. The Game Itself; Length; Platform and Control Scheme; Social Richness and Perceived Difficulty; Conclusion; 4. The Rise of Free-to-Play Games; A (Selective) History of Purchasing Gameplay; Conclusion; Walking toward a Conclusion; Moving Past Walking; Notes; Preface; Introduction; Chapter 1; Chapter 2; Chapter 3; Chapter 4; Walking toward a Conclusion; Bibliography; Index |
| 요약 : | How we talk about games as real or not-real, and how that shapes what games are made and who is invited to play them. |
| 일반주제명 : | Video games -- History. -- |
| 일반주제명 : | Video games -- Design. -- |
| 일반주제명 : | Video games -- Social aspects. -- |
| 일반주제명 : | Video games industry -- History. -- |
| 일반주제명 : | Video games. -- |
| 일반주제명 : | Video games -- Design. -- |
| 일반주제명 : | Video games industry. -- |
| 일반주제명 : | Video games -- Social aspects. -- |
| 개인저자 : | Paul, Christopher A., author. |
| 기타형태 저록 : | Print version: Consalvo, Mia, 1969- author. Real games, 9780262042604 |
| 언어 | 영어 |
| URL : |
|---|
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