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008200117s2019 maua ob 001 0 eng d
019 ▼a 1164456977
020 ▼a 0262354349
020 ▼a 9780262354349 ▼q (electronic bk.)
020 ▼z 9780262042796 ▼q (hardcover ▼q alkaline paper)
020 ▼z 0262042797 ▼q (hardcover ▼q alkaline paper)
0248 ▼a 40029432203
035 ▼a 2518024 ▼b (N$T)
035 ▼a (OCoLC)1136718349 ▼z (OCoLC)1164456977
040 ▼a UIU ▼b eng ▼e rda ▼e pn ▼c UIU ▼d YDX ▼d EBLCP ▼d RECBK ▼d UKAHL ▼d N$T ▼d 248032
049 ▼a MAIN
050 0 ▼a GV1469.3 ▼b .J89 2019
08204 ▼a 794.8 ▼2 23
1001 ▼a Juul, Jesper, ▼d 1970-, ▼e author.
24510 ▼a Handmade pixels : ▼b independent video games and the quest for authenticity / ▼c Jesper Juul. ▼h [electronic resource]
260 ▼a Cambridge, Massachusetts : ▼b MIT Press, ▼c [2019]
300 ▼a 1 online resource (x, 316 pages) : ▼b color illustrations
336 ▼a text ▼b txt ▼2 rdacontent
337 ▼a computer ▼b c ▼2 rdamedia
338 ▼a online resource ▼b cr ▼2 rdacarrier
504 ▼a Includes bibliographical references and index.
5050 ▼a High-tech low-tech authenticity : the creation of independent style at the independent -- Games festival -- A selective history of independent games -- How to make an independent game -- The aesthetics of the aesthetics of the aesthetics of video games -- Who cares if it's a game?
520 ▼a "Video games are often dismissed as mere entertainment products created by faceless corporations. The last twenty years, however, have seen the rise of independent, or "indie," video games: a wave of small, cheaply developed, experimental, and personal video games that react against mainstream video game development and culture. In Handmade Pixels, Jesper Juul examine the paradoxical claims of developers, players, and festivals that portray independent games as unique and hand-crafted objects in a globally distributed digital medium. Juul explains that independent video games are presented not as mass market products, but as cultural works created by people, and are promoted as authentic alternatives to mainstream games. Writing as a game player, scholar, developer, and educator, Juul tells the story of how independent games--creative, personal, strange, and experimental--became a historical movement that borrowed the term "independent" from film and music while finding its own kind of independence. Juul describes how the visual style of independent games signals their authenticity--often by referring to older video games or analog visual styles. He shows how developers use strategies for creating games with financial, aesthetic, and cultural independence; discusses the aesthetic innovations of 'walking simulator' games; and explains the controversies over what is and what isn't a game. Juul offers examples from independent games ranging from Dys4ia to Firewatch; the text is richly illustrated with many color images."-- ▼c Provided by publisher.
5880 ▼a Print version record.
590 ▼a Added to collection customer.56279.3
650 0 ▼a Video games ▼x History.
650 0 ▼a Video games ▼x Design.
650 0 ▼a Video games industry.
650 7 ▼a GAMES & ACTIVITIES / Video & Mobile. ▼2 bisacsh
650 7 ▼a Video games. ▼2 fast ▼0 (OCoLC)fst01166421
650 7 ▼a Video games ▼x Design. ▼2 fast ▼0 (OCoLC)fst01166425
650 7 ▼a Video games industry. ▼2 fast ▼0 (OCoLC)fst01740868
655 4 ▼a Electronic books.
655 7 ▼a History. ▼2 fast ▼0 (OCoLC)fst01411628
77608 ▼i Print version: ▼z 9780262042796 ▼w (DLC) 2018056263 ▼w (OCoLC)1083702813
85640 ▼3 EBSCOhost ▼u https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&db=nlabk&AN=2518024
938 ▼a Askews and Holts Library Services ▼b ASKH ▼n AH37519999
938 ▼a Recorded Books, LLC ▼b RECE ▼n rbeEB00828094
938 ▼a ProQuest Ebook Central ▼b EBLB ▼n EBL6246575
938 ▼a YBP Library Services ▼b YANK ▼n 16831909
938 ▼a EBSCOhost ▼b EBSC ▼n 2518024
990 ▼a 관리자
994 ▼a 92 ▼b N$T