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دانلود کتاب Fifty Key Video Games

دانلود کتاب پنجاه بازی ویدیویی کلیدی

Fifty Key Video Games

مشخصات کتاب

Fifty Key Video Games

دسته بندی: هنر
ویرایش:  
نویسندگان: , , ,   
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 

قیمت کتاب (تومان) : 45,000



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توضیحاتی در مورد کتاب پنجاه بازی ویدیویی کلیدی

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.


توضیحاتی درمورد کتاب به خارجی

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.



فهرست مطالب

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




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