Atjaunināt sīkdatņu piekrišanu

E-grāmata: Indie Games in the Digital Age

Edited by (Cal State LA, USA), Edited by (Cal State LA, USA)
  • Formāts - EPUB+DRM
  • Cena: 33,80 €*
  • * ši ir gala cena, t.i., netiek piemērotas nekādas papildus atlaides
  • Ielikt grozā
  • Pievienot vēlmju sarakstam
  • Šī e-grāmata paredzēta tikai personīgai lietošanai. E-grāmatas nav iespējams atgriezt un nauda par iegādātajām e-grāmatām netiek atmaksāta.

DRM restrictions

  • Kopēšana (kopēt/ievietot):

    nav atļauts

  • Drukāšana:

    nav atļauts

  • Lietošana:

    Digitālo tiesību pārvaldība (Digital Rights Management (DRM))
    Izdevējs ir piegādājis šo grāmatu šifrētā veidā, kas nozīmē, ka jums ir jāinstalē bezmaksas programmatūra, lai to atbloķētu un lasītu. Lai lasītu šo e-grāmatu, jums ir jāizveido Adobe ID. Vairāk informācijas šeit. E-grāmatu var lasīt un lejupielādēt līdz 6 ierīcēm (vienam lietotājam ar vienu un to pašu Adobe ID).

    Nepieciešamā programmatūra
    Lai lasītu šo e-grāmatu mobilajā ierīcē (tālrunī vai planšetdatorā), jums būs jāinstalē šī bezmaksas lietotne: PocketBook Reader (iOS / Android)

    Lai lejupielādētu un lasītu šo e-grāmatu datorā vai Mac datorā, jums ir nepieciešamid Adobe Digital Editions (šī ir bezmaksas lietotne, kas īpaši izstrādāta e-grāmatām. Tā nav tas pats, kas Adobe Reader, kas, iespējams, jau ir jūsu datorā.)

    Jūs nevarat lasīt šo e-grāmatu, izmantojot Amazon Kindle.

A host of digital affordances, including reduced cost production tools, open distribution platforms, and ubiquitous connectivity, have engendered the growth of indie games among makers and users, forcing critics to reconsider the question of who makes games and why. Taking seriously this new mode of cultural produciton compells analysts to reconsider the blurred boundaries and relations of makers, users and texts as well as their respective relationship to cultural power and hierarchy. The contributions to Indie Games in the Digital Age consider these questions and examine a series of firms, makers, games and scenes, ranging from giants like Nintendo and Microsoft to grassroots games like Cards Against Humanity and Stardew Valley, to chart more precisely the productive and instructive disruption that this new site of cultural production offers.

Recenzijas

A wide-ranging set of research examining the varied socio-cultural and economic enclaves of the indie games world. It provides a useful sense of the intersectional nature of independent games and their value to the broader communities that connect them. * Lindsay D. Grace, Knight Chair of Interactive Media, University of Miami, USA * Too often indie is applied to gaming in a haphazard way that pretends uniformity across both production and genre. Indie Games in the Digital Age does an excellent job of forging new ground, showing just how complex and rich the possibilities and challenges of independent games truly are. By considering indie games not as an aesthetic but as a set of practices including the production of workers, the use and engagement by game players and fans, this book is a must read for anyone wanting to understand the full scope of video game production and its broader implications on digital culture and modern life. * Randy Nichols, Assistant Professor, School of Interdisciplinary Arts and Sciences, University of Washington Tacoma, USA *

Papildus informācija

A critical anthology examining the contexts and consequences of the recent growth of indie video and analogue games that has challenged notions of cultural production and theories of cultural power in media studies.
Introduction 1(14)
M. J. Clarke
Cynthia Wang
Part I Indie Game Creators
15(82)
1 Brews, Burgers, and Indie Bombast: The Antiestablishment Neoliberalism of Devolver Digital
17(18)
John Vanderhoef
2 Queer Indie Game-Making: An Interview with Mo Cohen
35(13)
Bonnie Ruberg
3 Postmortems and Indie Cultural Work
48(25)
M.J. Clarke
4 Five Nights at Fan Games: Feminism, Fan Labor, and Five Nights at Freddy's
73(24)
Betsy Brey
Part II Indie Game Tools
97(62)
5 From Tool to Community to Style: The Influence of Software Tools on Game Development Communities and Aesthetics
99(24)
Emilie Reed
6 This Is How a Garden Grows: Cultivating Emergent Networks in the Development of Stardew
123(19)
Valley Kevin Rutherford
7 The Making of Escape Room in a Box
142(17)
Cynthia Wang
Part III Indie Games Texts
159(62)
8 The Hunt for Queer Spaces: Mainstream Indie Games, Representation, and Limited Worlds
161(23)
Cody Mejeur
9 Indie in the Underground
184(15)
Aaron Trammell
10 Paper Code and Digital Goods: The Economic Values of Type-In Market Games
199(22)
Patrick Davison
List of Contributors 221(3)
Index 224
M.J. Clarke is an assistant professor of TV Film and Media Studies at Cal State LA, USA. His research on popular culture and media industries has appeared in the journals Television and New Media and The Journal of Graphic Novels and Comics as well as the anthologies Superhero Synergies and The Comics of Charles Schulz. His examination of network television at the end of the 20th Century, Transmedia Television, is available from Bloomsbury.

Cynthia Wang is an assistant professor of Communication Studies at Cal State LA, USA. Her research takes a critical cultural perspective on how digital media and the Internet reconfigures social relations, cultural practices, and power dynamics. She has published in Social Media + Society, Time & Society, and Journalism Studies among others.