派博傳思國際中心

標(biāo)題: Titlebook: Game History and the Local; Melanie Swalwell Book 2021 The Editor(s) (if applicable) and The Author(s), under exclusive license to Springe [打印本頁]

作者: 可怖    時(shí)間: 2025-3-21 17:06
書目名稱Game History and the Local影響因子(影響力)




書目名稱Game History and the Local影響因子(影響力)學(xué)科排名




書目名稱Game History and the Local網(wǎng)絡(luò)公開度




書目名稱Game History and the Local網(wǎng)絡(luò)公開度學(xué)科排名




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書目名稱Game History and the Local被引頻次學(xué)科排名




書目名稱Game History and the Local年度引用




書目名稱Game History and the Local年度引用學(xué)科排名




書目名稱Game History and the Local讀者反饋




書目名稱Game History and the Local讀者反饋學(xué)科排名





作者: 物種起源    時(shí)間: 2025-3-21 21:09

作者: refine    時(shí)間: 2025-3-22 03:21

作者: invert    時(shí)間: 2025-3-22 07:09
,“The Last Cassette” and the Local Chronology of 8-Bit Video Games in Poland,till little research on late stages of different game history phenomena. Using a case study of one of the last developers for the 8-bit Atari computers, Garda and Grabarczyk discuss this asymmetry, as they investigate the chronology of late 8-bit video games in Poland in the 1990s. The “cassette era
作者: Arrhythmia    時(shí)間: 2025-3-22 10:36

作者: Filibuster    時(shí)間: 2025-3-22 15:33
,A Place for a Nintendo? Discourse on Locale and Players’ Topobiographical Identity in the Late 1980early 1990s. They analyse how the gaming memories are recollected and attached to particular places. According to Suominen and Sivula, the gaming identity is built around homes, but on the other hand, the domestic gaming is extended in public and mobile environments.
作者: Filibuster    時(shí)間: 2025-3-22 18:41
On Footwork: Finding the Local in American Video Game History,stories of the region where it is located and the people who work there. Paying attention to this regional dimension can reveal a wider purview for U.S. video game history—one that encompasses more than video games. The only way to achieve this regional perspective is through footwork: by showing up
作者: 苦澀    時(shí)間: 2025-3-22 22:21

作者: visceral-fat    時(shí)間: 2025-3-23 03:25
Cracking Technocultural Memory: Scenes and Stories of Origin in the PlayStation Portable Forensic I hardware can also meaningfully have local specificity. By drawing from digital ethnographic and media archaeological theories and methods, Murphy connects the cracking of the PSP to a provincial instantiation of the hardware and specific version of firmware that were only available during the platf
作者: DAUNT    時(shí)間: 2025-3-23 07:24

作者: 輕快帶來危險(xiǎn)    時(shí)間: 2025-3-23 10:25

作者: 投射    時(shí)間: 2025-3-23 14:29

作者: 大都市    時(shí)間: 2025-3-23 22:06
Book 2021ly and the particularities of space and place matter, yet most digital game and software histories are silent with respect to geography. Topics covered include: hyper-local games; temporal anomalies in platform arrival and obsolescence; national videogame workforces; player memories of the places of
作者: Glucocorticoids    時(shí)間: 2025-3-24 00:00
2731-5029 tory of games.Anchored by leading scholars of game history.This book brings together essays on game history and historiography that reflect on the significance of locality. Game history did not unfold uniformly and the particularities of space and place matter, yet most digital game and software his
作者: Offset    時(shí)間: 2025-3-24 04:15
https://doi.org/10.1007/978-3-658-04075-8eir own rules, fulfilling their ambitions and challenging adult authorities. ?velch argues that studying hyperlocal games can sensitize game scholars and historians to the everyday contexts of game production.
作者: Hallowed    時(shí)間: 2025-3-24 07:49

作者: Nostalgia    時(shí)間: 2025-3-24 12:24
https://doi.org/10.1007/978-3-642-61033-2olish industry’s formalization in the 1990s, Vanderhoef suggests what constitutes local specificity changes over time and fluctuates between specific expressions of localism and a larger shared transnational imaginary of indie games.
作者: 世俗    時(shí)間: 2025-3-24 17:04

作者: GEON    時(shí)間: 2025-3-24 20:00
Salim Bouherar,Abderrezzaq Ghafsi which is best understood as involving a brush with (impossible) reverse perspective. Viewed in this way, gameplay is a series of escapes, from places in impossible space. This experience is presented as the appearance of a new, faltering mode of subjectivation.
作者: FLUSH    時(shí)間: 2025-3-25 02:06

作者: ENACT    時(shí)間: 2025-3-25 06:27
Around the World with the Sorcerer of Exidy,n, the Sorcerer’s specialised programmable graphics architecture made graphics “as easy to use as text,” and the archive reveals how users exploited this technical affordance to undertake word processing and microcomputing in languages other than English.
作者: 向前變橢圓    時(shí)間: 2025-3-25 10:37

作者: Spinous-Process    時(shí)間: 2025-3-25 14:27
Video Games Have Never Been Global: Resituating Video Game Localization History,me localization is an important practice that enables . texts’ fractured migrations, and in so doing game localization has silently contributed to a very particular twenty-first-century understanding of games as global.
作者: ellagic-acid    時(shí)間: 2025-3-25 16:26

作者: 隱語    時(shí)間: 2025-3-25 20:11

作者: Gene408    時(shí)間: 2025-3-26 00:11
Semiperfect semidistributive rings,” was for many Polish gamers a generational experience, as they were exploring the limitations and strengths of this medium. The final act of the first lifecycle of the 8-bit generation in Poland overlapped with the heyday of the demoscene and the ascent of the international retrogaming scene.
作者: Flu表流動(dòng)    時(shí)間: 2025-3-26 06:55
Quivers and their representations,onal game industries by utilising a mixed methodological approach. The study is based on two different types of primary data, a longitudinal database and interviews with representatives active within the Swedish industry in the early 1990s.
作者: 加花粗鄙人    時(shí)間: 2025-3-26 12:23

作者: FID    時(shí)間: 2025-3-26 13:05
Introduction: Game History and the Local, for its own sake. This chapter critiques game history’s silence with respect to locality, poses questions about the critical potential of locality for game history, and surveys the different figures of locality that are brought together in the anthology.
作者: Complement    時(shí)間: 2025-3-26 18:45
,“The Last Cassette” and the Local Chronology of 8-Bit Video Games in Poland,” was for many Polish gamers a generational experience, as they were exploring the limitations and strengths of this medium. The final act of the first lifecycle of the 8-bit generation in Poland overlapped with the heyday of the demoscene and the ascent of the international retrogaming scene.
作者: 藥物    時(shí)間: 2025-3-26 21:03
The Swedish Game Development History: The Founders and the Social Structure,onal game industries by utilising a mixed methodological approach. The study is based on two different types of primary data, a longitudinal database and interviews with representatives active within the Swedish industry in the early 1990s.
作者: 取回    時(shí)間: 2025-3-27 05:00
On Footwork: Finding the Local in American Video Game History, and doing local research using methods such as oral history. This chapter offers a personal case study on doing U.S. video game history from a regionalist perspective, focusing on the author’s fieldwork in Oakhurst, California, compiling source material for a research project on the computer game company Sierra On-Line.
作者: TAP    時(shí)間: 2025-3-27 05:19
Book 2021 gameplay; comparative reception studies of a platform; the erasure of cultural markers; the localization of games; and perspectives on the future development of ‘local’ game history..Chapters 1 and 12 are available open access under a Creative Commons Attribution 4.0 International License via link.springer.com..
作者: Hearten    時(shí)間: 2025-3-27 12:03
https://doi.org/10.1007/978-981-19-6937-9Drawing on the author’s research into fragmented, heterogeneous ‘local’ contexts, this chapter explores analogies between local/global game histories and micro and macro (or global) approaches to history, to imagine a heterodox game historiography, conceived as one which undermines old orthodoxies whilst refusing new ones.
作者: paradigm    時(shí)間: 2025-3-27 13:57
,Heterodoxy in Game History: Towards More ‘Connected Histories’,Drawing on the author’s research into fragmented, heterogeneous ‘local’ contexts, this chapter explores analogies between local/global game histories and micro and macro (or global) approaches to history, to imagine a heterodox game historiography, conceived as one which undermines old orthodoxies whilst refusing new ones.
作者: bronchodilator    時(shí)間: 2025-3-27 17:51

作者: 整體    時(shí)間: 2025-3-28 00:58

作者: 宣稱    時(shí)間: 2025-3-28 03:30

作者: 支架    時(shí)間: 2025-3-28 10:03
Quivers and their representations,stry in the 1990s related to the social composition and background of the individuals forming and working within the game industry. This includes a closer look at the gender structure within the Swedish industry. This chapter will take an alternative approach to studying the history of local or nati
作者: CRUC    時(shí)間: 2025-3-28 11:04
https://doi.org/10.1007/978-3-642-91479-9early 1990s. They analyse how the gaming memories are recollected and attached to particular places. According to Suominen and Sivula, the gaming identity is built around homes, but on the other hand, the domestic gaming is extended in public and mobile environments.
作者: 本土    時(shí)間: 2025-3-28 16:39

作者: 綠州    時(shí)間: 2025-3-28 22:04

作者: Cabg318    時(shí)間: 2025-3-29 01:03

作者: 殘酷的地方    時(shí)間: 2025-3-29 05:40
https://doi.org/10.1007/978-3-642-61033-2onal markers in many indie games stems from what Vanderhoef calls a “transnational indie imaginary,” a shared popular conception of indie games, including mechanics, aesthetics, and iconography, between developers from all over the world, shaped and reshaped by an ongoing and unfolding discourse of
作者: ADORN    時(shí)間: 2025-3-29 09:00
Bestimmung des Proteingehaltes, migration and adaptation. By resituating the origin of game localization this chapter problematizes typical industry and scholarly conceptualizations of game localization as just being a practice of multimodal semiotic alteration—where game industry professionals change linguistic, audio, visual, a
作者: abnegate    時(shí)間: 2025-3-29 13:44
Salim Bouherar,Abderrezzaq Ghafsin they entered a global network of associations. This chapter traces this history through reference to a study of 1980s magazines and an interview with the designer of ., a game that appears in the archive at a crucial turning point in the development of the form. Combining sociological and aestheti
作者: 防銹    時(shí)間: 2025-3-29 17:40

作者: 挑剔為人    時(shí)間: 2025-3-29 22:23

作者: fabricate    時(shí)間: 2025-3-30 02:46

作者: Generosity    時(shí)間: 2025-3-30 05:02

作者: Curmudgeon    時(shí)間: 2025-3-30 10:39

作者: Laconic    時(shí)間: 2025-3-30 14:01
978-3-030-66424-4The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerl




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