Thresholds of Digital Gameplay (Software Studies). Questo articolo non è disponibile.
Lingua: inglese
Editore: MIT Press -, 2025
- Brossura
- Nuovo

Da: Chiron Media, Wallingford, Regno UnitoChiron Media
Venditore con 5 stelle
Venditore AbeBooks dal 2 agosto 2010
Non disponibile
Brossura
Condizione: Nuovo
EUR 65,71
Descrizione dell’articolo da parte del venditore
Brand new book, sourced directly from publisher. Dispatch time is 6-7 days from our warehouse. Book will be sent in robust, secure packaging to ensure it reaches you securely.
Codice articolo 6666-MAC-9780262553582
- Titolo
- Thresholds of Digital Gameplay (Software Studies)
- Autore
- Gardner, Daniel L Daniel L Gardner,
- Editore
- MIT Press -
- Anno di pubblicazione
- 2025
- Condizione
- New
- Rilegatura
- paperback
- Lingua
- inglese
- ISBN 10
- 0262553589
- ISBN 13
- 9780262553582
- Serie
- Libro 8 di 10: Software Studies
How the often-overlooked interfaces, interactions, and inequities on the edges of gameplay are more central to gaming than we realize.
Contemporary digital gameplay is only accessible by navigating an ecosystem of interfaces that support its computational nature. Account logins, controllers, and an assortment of menus, settings, and other peripheral-to-gameplay elements support a range of practical and necessary functions that result from the transformation of gameplay into digital gameplay, as well as broader shifts toward an increasingly networked and data-driven world. The games industry has adopted usability testing on top of play testing to evaluate how these interfaces may influence the accessibility and success of their game software, but how embedding gameplay within webs of software, hardware, and platform infrastructures impacts the medium, players, and production has not yet been fully explored.
In Thresholds of Digital Gameplay, Daniel Gardner demonstrates how a series of interfaces and other elements on the periphery of digital gameplay fundamentally alter the phenomena of gaming. This book examines non-gameplay-centered material or mechanical attachments that surround and enclose gameplay while directing or mediating our experience of it—for example, access controls, character configuration, and microtransactional storefronts.
Contemporary digital gameplay is only accessible by navigating an ecosystem of interfaces that support its computational nature. Account logins, controllers, and an assortment of menus, settings, and other peripheral-to-gameplay elements support a range of practical and necessary functions that result from the transformation of gameplay into digital gameplay, as well as broader shifts toward an increasingly networked and data-driven world. The games industry has adopted usability testing on top of play testing to evaluate how these interfaces may influence the accessibility and success of their game software, but how embedding gameplay within webs of software, hardware, and platform infrastructures impacts the medium, players, and production has not yet been fully explored.
In Thresholds of Digital Gameplay, Daniel Gardner demonstrates how a series of interfaces and other elements on the periphery of digital gameplay fundamentally alter the phenomena of gaming. This book examines non-gameplay-centered material or mechanical attachments that surround and enclose gameplay while directing or mediating our experience of it—for example, access controls, character configuration, and microtransactional storefronts.
"Riassunto" può appartenere a un’altra edizione di questo titolo.
Informazioni sull’autore
Daniel L. Gardner is Lecturer of Computing and Game Design at Robert Gordon University in Aberdeen, Scotland.
"Descrizione articolo" può appartenere a un’altra edizione di questo titolo.
Risultati della ricerca per Thresholds of Digital Gameplay (Software Studies)
Ci sono altre 7 copie di questo libroVisualizza tutti i risultati