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Hollywood Gamers: Digital Convergence in the Film and Video Game Industries

by Brookey, Robert Alan | PB | VeryGood
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Specificaties

Objectstaat
Heel goed
Een boek dat er niet als nieuw uitziet en is gelezen, maar zich in uitstekende staat bevindt. De kaft is niet zichtbaar beschadigd en het eventuele stofomslag zit nog om de harde kaft heen. Er ontbreken geen bladzijden en er zijn geen bladzijden beschadigd. Er is geen tekst onderstreept of gemarkeerd en er is niet in de kantlijn geschreven. Er kunnen zeer minimale identificatiemerken aan de binnenzijde van de kaft zijn aangebracht. De slijtage is zeer minimaal. Bekijk de aanbieding van de verkoper voor de volledige details en een beschrijving van gebreken. Alle staatdefinities bekijkenwordt in nieuw venster of op nieuw tabblad geopend
Opmerkingen van verkoper
“May have limited writing in cover pages. Pages are unmarked. ~ ThriftBooks: Read More, Spend ...
Binding
Paperback
Weight
0 lbs
Product Group
Book
IsTextBook
No
ISBN
9780253222312
Publication Year
2010
Type
Textbook
Format
Trade Paperback
Language
English
Publication Name
Hollywood Gamers : Digital Convergence in the Film and Video Game Industries
Item Height
0.6in
Author
Robert Alan Brookey
Item Length
8.5in
Publisher
Indiana University Press
Item Width
5.5in
Item Weight
8.8 Oz
Number of Pages
188 Pages

Over dit product

Product Information

For years, major film studios have licensed products related to their most popular films; video game spin-offs have become an important part of these licensing practices. Where blockbuster films are concerned, the video game release has become the rule rather than the exception. In Hollywood Gamers, Robert Alan Brookey explores the business conditions and technological developments that have facilitated the convergence of the film and video game industries. Brookey treats video games as rhetorical texts and critically examines several games to determine how specific industrial conditions are manifest in game design. Among the games (and films) discussed are Lord of the Rings, The Godfather, Spider-Man, and Iron Man.

Product Identifiers

Publisher
Indiana University Press
ISBN-10
0253222311
ISBN-13
9780253222312
eBay Product ID (ePID)
79741792

Product Key Features

Author
Robert Alan Brookey
Publication Name
Hollywood Gamers : Digital Convergence in the Film and Video Game Industries
Format
Trade Paperback
Language
English
Publication Year
2010
Type
Textbook
Number of Pages
188 Pages

Dimensions

Item Length
8.5in
Item Height
0.6in
Item Width
5.5in
Item Weight
8.8 Oz

Additional Product Features

Lc Classification Number
Pn1995.9.V46b76 2010
Grade from
College Graduate Student
Reviews
Brookey (communication, Northern Illinois Univ.) offers an expansive book that does much more than its modest title promises. Applying, extending, and interrogating ideas from Henry Jenkins' Convergence Culture: Where Old and New Media Collide (CH, Jun'07, 44-5465), he looks at the economic, aesthetic, industrial, rhetorical, technological, and narrative implications related to the synergistic practices of film and video-game industries. In doing so, he provides a comprehensive transdisciplinary history of ideas, performing a necessary critical convergence in order to encompass the complexity of his topic. Focusing on the Lord of the Rings and Godfather franchises, and also using the Marvel and Disney corporations as touchstones, Brookey successfully harnesses media and cultural studies approaches to create an evolutionary, next-generation game-studies methodology--one that carefully seeks to understand the processes and products of this industrial cross-pollination. Among the important ideas this book explores: the connection between game interactivity and incorporation and consumption practices; author/auteur tensions and reconfigurations within studio systems; and the relationship between intertextuality, fan cultures, 'glocalization,' and cultural imperialism. But this small sample does not do justice to this book's true scope. And Brookey uses game summaries and detailed media and franchise histories to contextualize his ideas. Summing Up: Highly recommended. All levels. -- Choice, "With his clear, concise, and enthusiastic writing, Robert Alan Brookey provides an informative and timely contribution to the new and emerging fields of game studies and media industry studies.... Hollywood Gamers proves to be a rich source for scholars interested in the various levels of parallels and interdependence that goes on between the film and vieo game industries." -Convergence, In touring the half-world of film-games, Brookey shows how brands are cross-marketed and why the production of multimedia brands has failed to live up to the talk., "In touring the half-world of film-games, Brookey shows how brands are cross-marketed and why the production of multimedia brands has failed to live up to the talk." -Edward Castronova, Indiana University, "In touring the half-world of film-games, Brookey shows how brands are cross-marketed and why the production of multimedia brands has failed to live up to the talk." -- Edward Castronova, Indiana University, Brookey (communication, Northern Illinois Univ.) offers an expansive book that does much more than its modest title promises. Applying, extending, and interrogating ideas from Henry Jenkins' Convergence Culture: Where Old and New Media Collide (CH, Jun'07, 44-5465), he looks at the economic, aesthetic, industrial, rhetorical, technological, and narrative implications related to the synergistic practices of film and video-game industries. In doing so, he provides a comprehensive transdisciplinary history of ideas, performing a necessary critical convergence in order to encompass the complexity of his topic. Focusing on the Lord of the Rings and Godfather franchises, and also using the Marvel and Disney corporations as touchstones, Brookey successfully harnesses media and cultural studies approaches to create an evolutionary, next-generation game-studies methodology--one that carefully seeks to understand the processes and products of this industrial cross-pollination. Among the important ideas this book explores: the connection between game interactivity and incorporation and consumption practices; author/auteur tensions and reconfigurations within studio systems; and the relationship between intertextuality, fan cultures, 'glocalization, ' and cultural imperialism. But this small sample does not do justice to this book's true scope. And Brookey uses game summaries and detailed media and franchise histories to contextualize his ideas. Summing Up: Highly recommended. All levels. -- ChoiceJ. A. Saklofske, Acadia University, June 2011--J. A. Saklofske, Acadia University (01/01/2011), With his clear, concise, and enthusiastic writing, Robert Alan Brookey provides an informative and timely contribution to the new and emerging fields of game studies and media industry studies. . . . Hollywood Gamers proves to be a rich source for scholars interested in the various levels of parallels and interdependence that goes on between the film and vieo game industries., "Brookey (communication, Northern Illinois Univ.) offers an expansive book that does much more than its modest title promises. Applying, extending, and interrogating ideas from Henry Jenkins' Convergence Culture: Where Old and New Media Collide (CH, Jun'07, 44-5465), he looks at the economic, aesthetic, industrial, rhetorical, technological, and narrative implications related to the synergistic practices of film and video-game industries. In doing so, he provides a comprehensive transdisciplinary history of ideas, performing a necessary critical convergence in order to encompass the complexity of his topic. Focusing on the Lord of the Rings and Godfather franchises, and also using the Marvel and Disney corporations as touchstones, Brookey successfully harnesses media and cultural studies approaches to create an evolutionary, next-generation game-studies methodology--one that carefully seeks to understand the processes and products of this industrial cross-pollination. Among the important ideas this book explores: the connection between game interactivity and incorporation and consumption practices; author/auteur tensions and reconfigurations within studio systems; and the relationship between intertextuality, fan cultures, 'glocalization,' and cultural imperialism. But this small sample does not do justice to this book's true scope. And Brookey uses game summaries and detailed media and franchise histories to contextualize his ideas. Summing Up: Highly recommended. All levels. -- Choice"--J. A. Saklofske, Acadia University, June 2011 "Highly recommended. All levels."-- Choice , June 2011 "With his clear, concise, and enthusiastic writing, Robert Alan Brookey provides an informative and timely contribution to the new and emerging fields of game studies and media industry studies. . . . Hollywood Gamers proves to be a rich source for scholars interested in the various levels of parallels and interdependence that goes on between the film and vieo game industries."-- Convergence "Highly recommended. All levels. June 2011"-- Choice "In touring the half-world of film-games, Brookey shows how brands are cross-marketed and why the production of multimedia brands has failed to live up to the talk."--Edward Castronova, Indiana University, With his clear, concise, and enthusiastic writing, Robert Alan Brookey provides an informative and timely contribution to the new and emerging fields of game studies and media industry studies.... Hollywood Gamers proves to be a rich source for scholars interested in the various levels of parallels and interdependence that goes on between the film and vieo game industries.
Table of Content
Acknowledgments 1. Playing Together 2. Playing the Games, Being the Heroes 3. Coppola Sleeps with the Fishes 4. Marvel Goes to the Movies 5. Disney Saves the World(s) 6. What Shall We Play Next? Notes Works Cited Index
Copyright Date
2010
Topic
Programming / Games, Film / General, Television & Video, Animation (See Also Film / Genres / Animated), Film / History & Criticism
Lccn
2010-002058
Dewey Decimal
338.4/77948
Intended Audience
Scholarly & Professional
Dewey Edition
22
Genre
Computers, Technology & Engineering, Performing Arts

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