Handmade pixels : (Record no. 73617)

000 -LEADER
fixed length control field 03706nam a2200505 i 4500
001 - CONTROL NUMBER
control field 8951008
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20220712204944.0
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 200313s2019 maua ob 001 eng d
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
ISBN 9780262354349
-- Electronic
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
-- Electronic
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
-- hardcover
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
-- hardcover
082 04 - CLASSIFICATION NUMBER
Call Number 794.8
100 1# - AUTHOR NAME
Author Juul, Jesper,
245 10 - TITLE STATEMENT
Title Handmade pixels :
Sub Title independent video games and the quest for authenticity /
300 ## - PHYSICAL DESCRIPTION
Number of Pages 1 PDF (x, 316 pages) :
505 0# - FORMATTED CONTENTS NOTE
Remark 2 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 ## - SUMMARY, ETC.
Summary, etc "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."--
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
General subdivision History.
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
General subdivision Design.
856 42 - ELECTRONIC LOCATION AND ACCESS
Uniform Resource Identifier https://ieeexplore.ieee.org/xpl/bkabstractplus.jsp?bkn=8951008
942 ## - ADDED ENTRY ELEMENTS (KOHA)
Koha item type eBooks
264 #1 -
-- Cambridge, Massachusetts :
-- MIT Press,
-- [2019]
264 #2 -
-- [Piscataqay, New Jersey] :
-- IEEE Xplore,
-- [2019]
336 ## -
-- text
-- rdacontent
337 ## -
-- electronic
-- isbdmedia
338 ## -
-- online resource
-- rdacarrier
520 ## - SUMMARY, ETC.
-- Provided by publisher.
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Video games
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Video games
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Video games industry.

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