Processing ......
FreeComputerBooks.com
Links to Free Computer, Mathematics, Technical Books all over the World
 
Comics and Videogames
Top Free Python Books 🌠 - 100% Free or Open Source!
  • Title: Comics and Videogames: From Hybrid Medialities to Transmedia Expansions
  • Author(s) Andreas Rauscher, Daniel Stein, Jan-Noël Thon
  • Publisher: Routledge; 1st edition (August 1, 2022); eBook (Creative Commons Licensed)
  • License(s): Creative Commons License (CC)
  • Hardcover/Paperback: 278 pages
  • eBook: PDF and Read Online
  • Language: English
  • ISBN-10: 0367539012
  • ISBN-13: 978-0367539016
  • Share This:  

Book Description

This book offers the first comprehensive study of the many interfaces shaping the relationship between comics and videogames. It combines in-depth conceptual reflection with a rich selection of paradigmatic case studies from contemporary media culture.

About the Authors
  • Andreas Rauscher is a Senior Lecturer in the Department of Media Studies at the University of Siegen, Germany.
Reviews, Ratings, and Recommedations: Related Book Categories: Read and Download Links: Similar Books:
  • Videogames and Agency (Bettina Bódi)

    This book explores the trend in videogames and their marketing to offer a player higher volumes, or even more distinct kinds, of player freedom, and how this freedom to act is discussed by designers, and how that in turn reflects in their design principles.

  • Storyplaying: Agency and Narrative in Video Games

    Incontestably, Future Narratives are most conspicuous in video games: they combine narrative with the major element of all games: agency. Agency is the degree to which a player is able to cause significant change in a game world.

  • The New Video Game Idea Book (Lucifer White)

    This book gives game makers ideas for a great new video game. It does so by giving the game maker new and old ideas to work with. It also goes over the philosophy of what makes a good video game, helps the game maker's imagination, etc.

  • Game Design Research (Petri Lankoski, et al)

    Design research is an active academic field covering disciplines such as architecture, graphic, product, service, interaction, and systems design. The book demonstrates different approaches to design research in game design research.

  • Play Redux: The Form of Computer Games (David Myers)

    Play Redux is an ambitious description and critical analysis of the aesthetic pleasures of video game play, drawing on early twentieth-century formalist theory and models of literature.

  • Missions For Thoughtful Gamers (Andrew Cutting)

    Who am I? How do I live a good life? What is reality? Such perennial questions may seem remote from the pleasures of playing videogames for entertainment and fantasy. This book presents a sequence of 40 challenges for gamers.

  • Persuasive Gaming in Context (Teresa de la Hera, et al.)

    It offers a multifaceted reflection on persuasive gaming, that is, on the process of these particular games being played by players. The purpose is to better understand when and how digital games can be used for persuasion by further exploring persuasive games.

  • Wandering Games (Melissa Kagen)

    Wandering in games can be a theme, a formal mode, or a player action. It can mean walking, escaping, traversing, meandering, or returning. This book introduces the concept of "wandering games," exploring the uses of wandering in a variety of game worlds.

  • Possible Worlds in Video Games (Antonio Jose Planells de la Maza)

    This book proposes a model, inspired by the Semantics of Fiction and Possible Worlds, which is oriented to the analysis of video games as integrated systems. Contemporary video games should be read more like playable worlds than as interactive stories.

  • Players Unleashed! Modding The Sims and the Culture of Gaming

    This book provides a fascinating examination of modding, tracing its evolution and detailing its impact on The Sims and the game industry as a whole. It shares insights into specific modifications and the cultural contexts from which they emerge.

  • Gamer Theory (McKenzie Wark)

    This book uncovers the significance of games in the gap between the near-perfection of actual games and the highly imperfect gamespace of everyday life in the rat race of free-market society.

  • This Gaming Life: Travels in Three Cities (Jim Rossignol)

    A fascinating and eye-opening look into the real human impact of gaming culture. Traveling the globe and drawing anecdotes from many walks of life, it takes us beyond the media hype and into the lives of real people whose lives have been changed by gaming.

  • Trigger Happy: Videogames and Entertainment Revolution

    This revolutionary book is the first-ever academically worthy and deeply engaging critique of one of today's most popular forms of play: videogames are on track to supersede movies as the most innovative form of entertainment in the new century.

  • Co-creating Videogames (John Banks)

    Drawing on a decade of research within the industry, it offers a rich description and analysis of the emerging participatory, co-creative relationships within the videogames industry, and valuable insight into the growing world of video games.

  • DOOM: SCARYDARKFAST (Dan Pinchbeck)

    This is a book about what is considered the most important first-person game ever made; about the blueprint that has defined one of the most successful genres of digital gaming. The author brings together the complete story of DOOM for the first time.

  • Game Plan: Designs That Changed the Face of Computer Gaming

    Illustrated with original concept sketches, work in progress CGI renders, and screenshots of the finished creations, Game Plan offers a chance to both savor its past and catch a glimpse of its stellar future.

Book Categories
:
Other Categories
Resources and Links