Catalogue Search | MBRL
Search Results Heading
Explore the vast range of titles available.
MBRLSearchResults
-
DisciplineDiscipline
-
Is Peer ReviewedIs Peer Reviewed
-
Series TitleSeries Title
-
Reading LevelReading Level
-
YearFrom:-To:
-
More FiltersMore FiltersContent TypeItem TypeIs Full-Text AvailableSubjectPublisherSourceDonorLanguagePlace of PublicationContributorsLocation
Done
Filters
Reset
4
result(s) for
"Consalvo, Mia, 1969- author"
Sort by:
Real games : what's legitimate and what's not in contemporary videogames
\"Real Games is an exploration of how the discourses surrounding videogames shapes what games get made and played as well as who is invited to play them. By making appeals to 'real games,' players and developers center certain kinds of experiences and marginalize others. The authors argue that this process emerges dynamically out of discussions about videogames and has changed over time to center on a handful of key elements, namely a game's developer, it's payment model, and elements of the game itself including its length and perceived difficulty (among others). Dozens of games are referenced in this book, many of which are not widely studied. That gives the manuscript an ability to connect with more potential readers and the ability to speak more broadly about the state of videogames than efforts that are focused on an individual genre or game\"-- Provided by publisher.
Atari to Zelda : Japan's videogames in global contexts
2016
The cross-cultural interactions of Japanese videogames and the West--from DIY localization by fans to corporate strategies of \"Japaneseness.\" In the early days of arcades and Nintendo, many players didn't recognize Japanese games as coming from Japan; they were simply new and interesting games to play.
Cheating : gaining advantage in videogames
2007,2009
A cultural history of digital gameplay that investigates a wide range of player behavior, including cheating, and its relationship to the game industry.
Sports Videogames
by
Stein, Abe
,
Mitgutsch, Konstantin
,
Consalvo, Mia
in
Cyberculture
,
Fantasy sports
,
game studies
2013
From Pong to Madden NFL to Wii Fit, Sports Videogames argues for the multiple ways that sports videogames-alongside televised and physical sports-impact one another, and how players and viewers make sense of these multiple forms of play and information in their daily lives. Through case studies, ethnographic explorations, interviews and surveys, and by analyzing games, players, and the sports media industry, contributors from a wide variety of disciplines demonstrate the depth and complexity of games that were once considered simply sports simulations. Contributors also tackle key topics including the rise of online play and its implications for access to games, as well as how regulations surrounding player likenesses present challenges to the industry. Whether you're a scholar or a gamer, Sports Videogames offers a grounded, theory-building approach to how millions make sense of videogames today.