000 | 03440nam a22004693i 4500 | ||
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001 | EBC5382569 | ||
003 | MiAaPQ | ||
005 | 20240724113147.0 | ||
006 | m o d | | ||
007 | cr cnu|||||||| | ||
008 | 240724s2018 xx o ||||0 eng d | ||
020 |
_a9781906897673 _q(electronic bk.) |
||
020 | _z9781906897550 | ||
035 | _a(MiAaPQ)EBC5382569 | ||
035 | _a(Au-PeEL)EBL5382569 | ||
035 | _a(CaPaEBR)ebr11555926 | ||
035 | _a(OCoLC)1034582436 | ||
040 |
_aMiAaPQ _beng _erda _epn _cMiAaPQ _dMiAaPQ |
||
050 | 4 | _aGV1469.34.S52 .R844 2018 | |
082 | 0 | _a794.8 | |
100 | 1 | _aRuffino, Paolo. | |
245 | 1 | 0 |
_aFuture Gaming : _bCreative Interventions in Video Game Culture. |
250 | _a1st ed. | ||
264 | 1 |
_aCambridge : _bGoldsmiths, University London, _c2018. |
|
264 | 4 | _c©2018. | |
300 | _a1 online resource (162 pages) | ||
336 |
_atext _btxt _2rdacontent |
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337 |
_acomputer _bc _2rdamedia |
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338 |
_aonline resource _bcr _2rdacarrier |
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490 | 1 | _aGoldsmiths Press / Future Media Series | |
505 | 0 | _aCover -- Half-title -- Series information -- Title page -- Copyright information -- Dedication -- Table of contents -- Introduction: Creative Game Studies -- Future Tellers -- Promises, Promises -- Research Reveals That. . . -- Creative Game Studies (or, How to Do Things with Microsoft Word) -- What Is in This Book? -- 1 Life after Gamification: How I Broke Up with Nike+ FuelBand -- The Meaning of Engagement -- A Static Conception of Movement -- A Technical Fault -- The Problem with Agency -- A Different Game: From Agency to Life -- Conclusion: Feeling Kinship with Video Games -- 2 Independent Gaming: Take Care of Your Own Video Game -- Trying Not to Be Professional -- Too Short a Blanket: The Productive Potential of Independence -- The Outside of Independence -- Independence as Regulated Practice -- Conclusion: Independence as Ethics -- 3 They Leak! Hacking PlayStation (as a) Network -- Conflicting Freedoms -- Hybrid Mediators: Becoming Part of the Network -- Conclusion: The Temporality of Networks -- 4 A History of Boxes: Game Archaeology and the Burial of E.T. the Extra-Terrestrial -- The First Video Game Ever -- The Afterlife of E.T. the Extra-Terrestrial -- Media Archaeology and the Problem of the Present -- From Archaeology to Genealogy -- Conclusion: I Want to Believe -- 5 GamerGate: Becoming Parasites to Gaming -- Like a Parasite to Gaming -- Gamers Are Dead -- Roberta Williams, a Woman in Game History -- Conclusion: Women in Games, Women and Games -- Conclusion: At the Time of Writing -- References -- Index. | |
520 | _aA sophisticated critical take on contemporary game culture that reconsiders the boundaries between gamers and games. | ||
588 | _aDescription based on publisher supplied metadata and other sources. | ||
590 | _aElectronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2024. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries. | ||
650 | 0 | _aVideo games-Social aspects. | |
650 | 0 | _aVideo games-Moral and ethical aspects. | |
655 | 4 | _aElectronic books. | |
776 | 0 | 8 |
_iPrint version: _aRuffino, Paolo _tFuture Gaming _dCambridge : Goldsmiths, University London,c2018 _z9781906897550 |
797 | 2 | _aProQuest (Firm) | |
830 | 0 | _aGoldsmiths Press / Future Media Series | |
856 | 4 | 0 |
_uhttps://ebookcentral.proquest.com/lib/orpp/detail.action?docID=5382569 _zClick to View |
999 |
_c1703 _d1703 |