000 03706nam a2200505 i 4500
001 8951008
003 IEEE
005 20220712204944.0
006 m o d
007 cr |n|||||||||
008 200313s2019 maua ob 001 eng d
020 _a9780262354349
_qElectronic
020 _z0262354349
_qElectronic
020 _z9780262042796
_qhardcover
020 _z0262042797
_qhardcover
035 _a(CaBNVSL)mat08951008
035 _a(IDAMS)0b0000648bc472d0
040 _aCaBNVSL
_beng
_erda
_cCaBNVSL
_dCaBNVSL
050 4 _aGV1469.3
_b.J89 2019eb
082 0 4 _a794.8
_223
100 1 _aJuul, Jesper,
_d1970-
_eauthor.
_925769
245 1 0 _aHandmade pixels :
_bindependent video games and the quest for authenticity /
_cJesper Juul.
264 1 _aCambridge, Massachusetts :
_bMIT Press,
_c[2019]
264 2 _a[Piscataqay, New Jersey] :
_bIEEE Xplore,
_c[2019]
300 _a1 PDF (x, 316 pages) :
_bcolor illustrations.
336 _atext
_2rdacontent
337 _aelectronic
_2isbdmedia
338 _aonline resource
_2rdacarrier
504 _aIncludes bibliographical references and index.
505 0 _aHigh-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?
506 _aRestricted to subscribers or individual electronic text purchasers.
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."--
_cProvided by publisher.
530 _aAlso available in print.
538 _aMode of access: World Wide Web
650 0 _aVideo games
_xHistory.
_924825
650 0 _aVideo games
_xDesign.
_94792
650 0 _aVideo games industry.
_925060
655 7 _aHistory.
_2fast
_95289
655 4 _aElectronic books.
_93294
710 2 _aIEEE Xplore (Online Service),
_edistributor.
_925770
710 2 _aMIT Press,
_epublisher.
_925771
776 0 8 _iPrint version:
_z9780262042796
_w(DLC) 2018056263
_w(OCoLC)1083702813
856 4 2 _3Abstract with links to resource
_uhttps://ieeexplore.ieee.org/xpl/bkabstractplus.jsp?bkn=8951008
942 _cEBK
999 _c73617
_d73617