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دسته بندی: هنر ویرایش: نویسندگان: Bernard Perron, Kelly Boudreau, Mark J.P. Wolf, Dominic Arsenault سری: Routledge Key Guides ISBN (شابک) : 2022005203, 9781032053608 ناشر: Routledge سال نشر: 2022 تعداد صفحات: 351 زبان: English فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) حجم فایل: 3 مگابایت
در صورت تبدیل فایل کتاب Fifty Key Video Games به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب پنجاه بازی ویدیویی کلیدی نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
این جلد به بررسی پنجاه مورد از مهمترین بازیهای ویدیویی میپردازد که سهم قابل توجهی در تاریخ، توسعه یا فرهنگ این رسانه داشتهاند و مروری بر بازیهای ویدیویی از آغاز تا به امروز ارائه میدهد. این جلد انواع دورهها و بسترهای تاریخی، ژانرها، تأثیر تجاری، انتخابهای هنری، زمینههای بازی، نمایشهای معمولی و غیر معمول، استفاده از بازیها برای اهداف خاص، استفاده از مواد یا تکنیکها، خرده فرهنگهای خاص، تغییر کاربری، زیباییشناسی متجاوزانه، رابطها را در بر میگیرد. ، تأثیر اخلاقی یا اخلاقی و موارد دیگر. بازیهای ویدیویی کلیدی شامل Animal Crossing، Call of Duty، Grand Theft Auto، The Legend of Zelda، Minecraft، PONG، Super Mario Bros.، Tetris و World of Warcraft هستند. هر بازی از نزدیک مورد تجزیه و تحلیل قرار می گیرد تا به درستی آن را زمینه سازی کند، بر ویژگی های برجسته آن تأکید کند، نشان دهد که چگونه یک تجربه منحصر به فرد از گیم پلی ایجاد می کند، و راه هایی را که ممکن است در مورد جامعه و فرهنگ صحبت کند، ترسیم کند. این کتاب همچنین به عنوان یک ویترین بسیار در دسترس برای طیف وسیعی از دیدگاه های انضباطی است که در زمینه مطالعات بازی یافت شده و تمرین می شود. با هر مدخلی که با منابع و پیشنهادهایی برای مطالعه بیشتر تکمیل میشود، بازیهای ویدیویی پنجاه کلیدی مرجعی ضروری برای هر علاقهمند به بازیهای ویدیویی است.
This volume examines fifty of the most important video games that have contributed significantly to the history, development, or culture of the medium, providing an overview of video games from their beginning to the present day. This volume covers a variety 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 impact, and more. Key video games featured include Animal Crossing, Call of Duty, Grand Theft Auto, The Legend of Zelda, Minecraft, PONG, Super Mario Bros., Tetris, and World of Warcraft. Each game is closely analyzed in order to properly contextualize it, to emphasize its prominent features, to show how it creates a unique experience of gameplay, and to outline the ways it might speak about society and culture. The book also acts as a highly accessible showcase to a range of disciplinary perspectives that are found and practiced in the field of game studies. With each entry supplemented by references and suggestions for further reading, Fifty Key Video Games is an indispensable reference for anyone interested in video games.
Cover Half Title Title Page Copyright Page Table of Contents Alphabetical List of Contents Chronological List of Contents Contributors Introduction Note References Fifty Key Video Games Adventure (1979) A Platform Adaptation Extending the Playfield Interacting with Objects Putting the Action in Adventure The Problem of Replayability Auteur Politics Notes References Further Reading Angry Birds (2009) How to Play The Rise of Casual Mobile Games Video Games as Everyday Media Conclusion References Further Reading Animal Crossing (2001) What is Cute and How is Animal Crossing Cute? Why Does This Matter for Society and Games? References Further Reading Assassin’s Creed Origins (2017) Assassin’s Creed and the Origins of the Tour Assassin’s Creed and History A Discovery Tour of Classrooms A New Historical Literacy References Further Reading Bejeweled (2001) The History and Gameplay of Bejeweled Video Games and Expanding Markets The Emergence of Casual Games Why Bejeweled? References Braid (2008) Indie Darling Disguised Complication A Singular Vision Time and Mystery Notes References Further Reading Call of Duty: Modern Warfare 2 (2009) Standard Formation: Aesthetic and Narrative Design Surprise Attacks: Boundless Warfare and Offensive Topicality Impact: Genre Influence Notes References Further Reading Dance Dance Revolution (1998) Take the Stage Play and Perform Effect and Influence References Further Reading Diablo (1996) Aesthetics: A Dark Gothic Fantasy Genre: A Roguelike RPG for the Masses Design: A Clockwork Slot Machine Draped in Simplicity Battle.net: Hell Is Other People Note References Further Reading Donkey Kong (1981) Narrative and Character in Donkey Kong Donkey Kong ’s Music Donkey Kong Beyond the Arcade Notes References Further Reading Doom (1993) Presentation and Gameplay Impact Violence Notes References Further Reading Dragon’s Lair (1983) Technology and Design Spaces and Control Production and Industrial Context References Further Reading The Elder Scrolls II: Daggerfall (1996) Dungeons and Daggers Daggerfall as Sequel Daggerfall in Review Note References Further Reading Elite (1984) Gameplay Innovations The Cruelest Game of the 80s? What’s so Special About Elite ? Is It Possible Not to Canonize Elite ? References Further Reading EVE Online (2003) A Brief Introduction to EVE Online The Unregulated Sandbox The Danger of a Single Story References Further Reading FarmVille (2009) Social Gaming on Social Networks New Models of Monetization, Game Analytics Constant Care and Attention Eco-Criticism of Farming Simulations What is Left of FarmVille ? References Further Reading FIFA 14 (2013) Soccer Video Games before FIFA 14 Seasonal Seriality and FIFA 14 Playing FIFA 14 Notes References Further Reading Final Fantasy VII (1997) The Franchise PlayStation Changes the Game Narrative Experience in FFVII Conclusion Note References Further Reading Fortnite Battle Royale (2017) Fortnite : A User’s Manual Playing on a Transmedia Island Cross-Play: Fortnite on Every Platform Of Battle Passes and Pickaxes: Fortnite ’s Business Model Notes References Further Reading Grand Theft Auto III (2001) A Virtual Sandbox Social Commentary or the Glorification of Violence? A White Man’s World A Paradigm Shift References Further Reading Guitar Hero (2005) Introducing Rhythm Games Playing Guitar (Hero) Plastic Guitars Social Gameplay: Music Brings People Together Setting the Stage for the Franchise and the Future of Music and Rhythm Video Games References Further Reading Half-Life (1998) On Genre Evolution When Narrativity and Interactivity Collide: Environmental Storytelling Mimetic Narration Aesthetics of Continuity Conclusion Notes References Further Reading Journey (2012) Playing Journey The World Leading to Journey Journey and the thatgamecompany Oeuvre Journey as an Independent Game The Traditionality of an Innovative Game Structure The Afterlife of Journey References Further Reading King’s Quest (1984) The Game: Story, Play, and Technology The Creator: Roberta Williams Criticism and Legacy References Further Reading The Legend of Zelda (1986) The Adventure Begins Technology and Marketing The Sound of Adventure Notes References Further Reading Minecraft (2009) Distinctive Aesthetics Accessible, Scalable Gameplay Indie Development and an Indie Ethos Mods Lasting Influence References Further Reading Mortal Kombat (1992) The Origins of Mortal Kombat Video Game Violence and the Birth of the ESRB References Further Reading Need for Speed III: Hot Pursuit (1998) Authentic Cars, Arcade Driving Playing as the Police Sustained Success Notes References Further Reading No Man’s Sky (2016) An Effectively Limitless Galaxy to Explore Procedural Generation and Its Limits An Infinite Universe in a Never Finished Game A Continuing Universe? Note References Further Reading The Oregon Trail (1971) An Educational Adventure The Oregon Trail Began in Minnesota With Each Turn, Challenges Emerge Playing Through the Western Notes References Further Reading Pac-Man (1980) The Birth of an Icon Mazes Monsters Memorization A Game of Two Halves References Further Reading Pokémon Go (2016) A Location-Based Game Breaks Through From Random Encounters to More Strategic Cooperation Breaking the Norms of Play and Gaming Notes References Further Reading PONG (1972) Was PONG First? What Kind of Game Was PONG ? The Development of PONG PONG ’s Success References Further Reading Portal (2007) An Orange Drop in the Gaming Ocean The Portal Experiment: A Successful Test Report A Puzzling Generic Legacy Aiming Down: A Non-Combative Lineage Flinging Through Portal ’s Layers of Meaning There Is Still Research to Be Done References Further Reading Resident Evil (1996) An Interactive Horror Movie Blind Space, Blind Spots and Doors Lack of Control, Power, and Means To Keep Surviving the Horror Notes References Further Reading Riven (1997) Embedded Story World and Interaction A Perfect Marriage of Form and Content References Further Reading Sid Meier’s Civilization (1991) Roots of a Franchise Influences Modeling Hypotheticals Conclusion References Further Reading SimCity (1989) A Brief History of SimCity Main Gameplay Features The Influence of SimCity on City-Building Games SimCity Critiques and Educational Use SimCity and Beyond References Further Reading The Sims 4 (2014) How to Play: Invitations to Transgression and Multiplicity Identity-Blindness or Transgressive Freedom? Final Thoughts: Normalizing Disruptions References Further Reading Space Invaders (1978) Tomohiro Nishikado Development Reception Fallout Expansion Notes References Further Reading StarCraft (1998) Creative Decisions Technological Context Sociocultural Context Notes References Further Reading Super Mario 64 (1996) The Next Generation A Whole New World Avatar and Player Evolution Super Mario 64’s Legacy Epilogue References Further Reading Super Mario Bros . (1985) Design and Gameplay Impact Conclusion References Further Reading Tetris (1984) From Folk Tune to Fandom: The Music of Tetris “Perfection in Motion:” The Gameplay Beyond the Game Notes References Further Reading This War of Mine (2014) War as a Topic War as Game Mechanics The Aesthetics of This War of Mine Is This War of Mine Realistic? Using This War of Mine in Education Notes References Further Reading Ultima IV: Quest of the Avatar (1985) Playing with Ethics in Ultima IV Ultima IV as Philosophical Quest Contributions Note References Further Reading Wii Sports (2006) Minimalist Lessons Nintendo and the Ethics of Casual Fun Playing for Laughs: Gestural Comedy A Friendlier Game Culture Note References Further Reading Wing Commander III: Heart of the Tiger (1994) Interactive Narrative Structures The Cinematic Video Game Possibilities of Captured Media The Legacy of Wing Commander III Notes References Further Reading World of Warcraft (2004) World of Warcraft, the Basics Playing the Game Expanding the WoW Universe Players and Player Culture What Made WoW Successful? Coming Home to WoW Classic References Further Reading Zork (1980) Gameworlds in Text Humor and Unconventional Commands Affordances Affordances and Agency Conclusion Notes References Further Reading Index