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Mia Consalvo

    Mia Consalvo es una voz líder en el examen crítico de los videojuegos. Su investigación profundiza en las complejas dinámicas de la interacción del jugador y la importancia cultural del entretenimiento digital. Explora cómo se diseñan, juegan y entienden los juegos, revelando la intrincada relación entre tecnología, cultura y experiencia humana. El trabajo de Consalvo ofrece perspectivas perspicaces sobre el panorama cambiante de los videojuegos y su impacto en la sociedad.

    Real Games
    Atari to Zelda
    Women and everyday uses of the internet
    Players and Their Pets
    Cheating
    • Cheating

      • 240 páginas
      • 9 horas de lectura

      A cultural history of digital gameplay that investigates a wide range of player behavior, including cheating, and its relationship to the game industry.

      Cheating
    • Players and Their Pets

      • 200 páginas
      • 7 horas de lectura

      In Players and Their Pets, Mia Consalvo and Jason Begy chartthe brief life of a massively multiplayer online game (MMOG) calledFaunasphere, examining how the game evolved over the course of its entire lifecycle from 2009 to 2011 in terms of design as well as how its player communityresponded to changes and events.

      Players and Their Pets
    • Women and everyday uses of the internet

      • 322 páginas
      • 12 horas de lectura

      Women & Everyday Uses of the Internet investigates the forms and codes of the Internet as a popular medium and the ways in which women figure as users, content producers, and target audiences. Interdisciplinary and international in scope, this book addresses issues of gendered identity and agency in the wider framework of consumer culture and uses of new media. Individual chapters explore personal and commercial web sites for women, constructions of lesbian identity, communities of female consumers and Vietnam veterans, women’s web cam sites, educational experiences and information society agendas, the possibilities of design, conceptions of digital television, as well as wider media attention to the Internet and women. These case studies provide rich insights into the uses of the Internet as an everyday medium and the varying locations and forms of its gendered use.

      Women and everyday uses of the internet
    • Atari to Zelda

      • 272 páginas
      • 10 horas de lectura

      The cross-cultural interactions of Japanese videogames and the West, from DIY localization by fans to corporate strategies of Japaneseness.

      Atari to Zelda
    • Real Games

      • 224 páginas
      • 8 horas de lectura

      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.

      Real Games