4 resultater (0,24694 sekunder)

Mærke

Butik

Pris (EUR)

Nulstil filter

Produkter
Fra
Butikker

Personal Stereo - Rebecca (independent Scholar Tuhus Dubrow - Bog - Bloomsbury Publishing Plc - Plusbog.dk

Game Worlds Get Real - Zek Valkyrie - Bog - Bloomsbury Publishing Plc - Plusbog.dk

Game Worlds Get Real - Zek Valkyrie - Bog - Bloomsbury Publishing Plc - Plusbog.dk

This book explores how after 20 years of existence, virtual world games have evolved: the social landscapes within digital worlds have become rigid and commodified, and "play" and "fun" have become rational and mechanical products.Twenty million people worldwide play Massively Multi-Player Online Role Playing Games (MMORPGs). Online role-playing gaming is no longer an activity of a tiny niche community. World of Warcraft —the most popular game within the genre—is more than a decade old. As technology has advanced and MMORPGs became exponentially more popular, gaming culture has evolved dramatically over the last 20 years. Game Worlds Get Real: How Who We Are Online Became Who We Are Offline presents a compelling insider''s examination of how adventuring through virtual worlds has transformed the meaning of play for millions of gamers.The book provides a historical review of earlier incarnations of virtual world games and culture in the late 1990s, covering the early years of popular games like EverQuest , to the soaring popularity of World of Warcraft , to the current era of the genre and its more general gaming climate. Author Zek Valkyrie—a researcher in the areas of gaming culture, digital communities, gender, sexualities, and visual sociology as well as an avid gamer himself—explores the evolution of the meaning of "play" in the virtual game world, explains how changes in game design have reduced opportunities for social experimentation, and identifies how player types such as the gender switcher, the cybersexual, the explorer, and the trial-and-error player have been left behind in the interest of social and informational transparency.

DKK 472.00
1

Vaporwave - Kirk Walker Graves - Bog - Bloomsbury Publishing Plc - Plusbog.dk

'70s Teen Pop - Lucretia Tye Jasmine - Bog - Bloomsbury Publishing Plc - Plusbog.dk

'70s Teen Pop - Lucretia Tye Jasmine - Bog - Bloomsbury Publishing Plc - Plusbog.dk

Teen pop is a sub - genre of popular music marketed to tweens and teens. Its melodic yearning and veneer of sincerity appeal to an emerging romantic eroticism and autonomy. But tweens and teens buy music that isn’t primarily marketed to them, too. Teen pop encompasses several kinds of musical styles, not limiting itself to just one—teen pop wants to play.During the 1970s, teen pop sometimes worked subversively, challenging the status quo it seemed to represent. Male pop stars such as David Cassidy were shown suggestively in popular magazines and female pop stars such as Cher had their own TV shows. Teen magazines, pin - ups, comics, films, and TV programs provided luscious visual stereo, promoting fashion styles, lingo, and dance moves, signaling individual identity but also community. The music provided a way for young people to believe they had something all their own, an authenticity experimenting with sexuality and social conduct, all dressed up in glitter and satin, blue jeans and boom boxes, torn fishnets and safety pins and, magically, their dreams. Cartoon pop and made-for-TV bands! Bubblegum pop! Glam! Hip hop! Hard rock and pop rock and stadium rock! Punk! Disco! Teen pop reinforced aspects of the counterculture it absorbed as the music kept playing—and playing back.Although it’s very difficult to attain and maintain social progress and play it forward—there are so many tragedies— ''70s Teen Pop examines how liberation and a true counterculture can be possible through music.

DKK 202.00
1