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  • Lingua: Inglese

    Editore: Duke University Press, 2020

    1478006587 / 9781478006589

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    Paperback. Condizione: Very Good. The book has been read, but is in excellent condition. Pages are intact and not marred by notes or highlighting. The spine remains undamaged.

  • Lingua: Inglese

    Editore: Duke University Press Books, 2020

    1478006587 / 9781478006589

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    paperback. Condizione: Very Good. Most items will be dispatched the same or the next working day. A copy that has been read, but is in excellent condition. Pages are intact and not marred by notes or highlighting. The spine remains undamaged.

  • Lingua: Inglese

    Editore: Duke University Press, 2020

    1478006587 / 9781478006589

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    Condizione: Good. Pages intact with minimal writing/highlighting. The binding may be loose and creased. Dust jackets/supplements are not included. Stock photo provided. Product includes identifying sticker. Better World Books: Buy Books. Do Good.

  • Lingua: Inglese

    Editore: NYU Press, 2019

    1479843741 / 9781479843749

    Serie: Libro 16 di 30 - Postmillennial Pop

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  • Lingua: Inglese

    Editore: Duke University Press, 2020

    1478006587 / 9781478006589

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    Condizione: very_good. Fast Free Shipping â" Very Good condition book with a firm cover and clean pages. Shows normal use and some light wear or limited notes markings. A solid, nice copy to enjoy.

  • Lingua: Inglese

    Editore: The MIT Press, 2023

    0262545659 / 9780262545655

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  • Lingua: Inglese

    Editore: The MIT Press, 2023

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  • Lingua: Inglese

    Editore: NYU Press, 2019

    1479843741 / 9781479843749

    Serie: Libro 16 di 30 - Postmillennial Pop

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    paperback. Condizione: Fine.

  • Lingua: Inglese

    Editore: Duke University Press, 2020

    1478006587 / 9781478006589

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    Lingua: Inglese

    Editore: NYU Press, 2019

    1479843741 / 9781479843749

    Serie: Libro 16 di 30 - Postmillennial Pop

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    Paperback. Condizione: Very Good. FIRST THUS. First Edition Thus, First Printing. Not price-clipped. Published by NYU Press, 2019. Octavo. Paperback. Book is very good with previous owner's annotations throughout and notes on half title page. 100% positive feedback. 30 day money back guarantee. NEXT DAY SHIPPING! Excellent customer service. Please email with any questions. All books packed carefully and ship with free delivery confirmation/tracking. All books come with free bookmarks. Ships from Sag Harbor, New York.

  • Lingua: Inglese

    Editore: Duke University Press, 2020

    1478006587 / 9781478006589

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  • Lingua: Inglese

    Editore: Duke University Press, US, 2020

    1478006587 / 9781478006589

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    Paperback. Condizione: New. In The Queer Games Avant-Garde, Bonnie Ruberg presents twenty interviews with twenty-two queer video game developers whose radical, experimental, vibrant, and deeply queer work is driving a momentous shift in the medium of video games. Speaking with insight and candor about their creative practices as well as their politics and passions, these influential and innovative game makers tell stories about their lives and inspirations, the challenges they face, and the ways they understand their places within the wider terrain of video game culture. Their insights go beyond typical conversations about LGBTQ representation in video games or how to improve "diversity" in digital media. Instead, they explore queer game-making practices, the politics of queer independent video games, how queerness can be expressed as an aesthetic practice, the influence of feminist art on their work, and the future of queer video games and technology. These engaging conversations offer a portrait of an influential community that is subverting and redefining the medium of video games by placing queerness front and center. Interviewees: Ryan Rose Aceae, Avery Alder, Jimmy Andrews, Santo Aveiro-Ojeda, Aevee Bee, Tonia B******, Mattie Brice, Nicky Case, Naomi Clark, Mo Cohen, Heather Flowers, Nina Freeman, Jerome Hagen, Kat Jones, Jess Marcotte, Andi McClure, Llaura McGee, Seanna Musgrave, Liz Ryerson, Elizabeth Sampat, Loren Schmidt, Sarah Schoemann, Dietrich Squinkifer, Kara Stone, Emilia Yang, Robert Yang.

  • Lingua: Inglese

    Editore: New York University Press, 2025

    1479832006 / 9781479832002

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    Paperback. Condizione: As New. No Jacket. Pages are clean and are not marred by notes or folds of any kind. ~ ThriftBooks: Read More, Spend Less.

  • Lingua: Inglese

    Editore: The MIT Press, 2022

    0262543672 / 9780262543675

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  • Lingua: Inglese

    Editore: Duke University Press, US, 2020

    1478006587 / 9781478006589

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    Paperback. Condizione: New. In The Queer Games Avant-Garde, Bonnie Ruberg presents twenty interviews with twenty-two queer video game developers whose radical, experimental, vibrant, and deeply queer work is driving a momentous shift in the medium of video games. Speaking with insight and candor about their creative practices as well as their politics and passions, these influential and innovative game makers tell stories about their lives and inspirations, the challenges they face, and the ways they understand their places within the wider terrain of video game culture. Their insights go beyond typical conversations about LGBTQ representation in video games or how to improve "diversity" in digital media. Instead, they explore queer game-making practices, the politics of queer independent video games, how queerness can be expressed as an aesthetic practice, the influence of feminist art on their work, and the future of queer video games and technology. These engaging conversations offer a portrait of an influential community that is subverting and redefining the medium of video games by placing queerness front and center. Interviewees: Ryan Rose Aceae, Avery Alder, Jimmy Andrews, Santo Aveiro-Ojeda, Aevee Bee, Tonia B******, Mattie Brice, Nicky Case, Naomi Clark, Mo Cohen, Heather Flowers, Nina Freeman, Jerome Hagen, Kat Jones, Jess Marcotte, Andi McClure, Llaura McGee, Seanna Musgrave, Liz Ryerson, Elizabeth Sampat, Loren Schmidt, Sarah Schoemann, Dietrich Squinkifer, Kara Stone, Emilia Yang, Robert Yang.

  • Lingua: Inglese

    Editore: MD - Duke University Press, 2020

    1478006587 / 9781478006589

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  • Lingua: Inglese

    Editore: Duke University Press Books, 2020

    1478006587 / 9781478006589

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    Paperback. Condizione: Used; Good. Ex-Library Copy **SHIPPED FROM UK** We believe you will be completely satisfied with our quick and reliable service. All orders are dispatched as swiftly as possible! Buy with confidence! Greener Books.

  • Lingua: Inglese

    Editore: MI - New York University, 2025

    1479832006 / 9781479832002

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  • Lingua: Inglese

    Editore: NYU Press, 2025

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  • Lingua: Inglese

    Editore: New York University Press, US, 2025

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    Paperback. Condizione: New. What video games teach us about building a more inclusive world What does it mean to build a world? Worldbuilding is traditionally understood as an expression of storytelling across media forms. Yet, as video games show us, worldbuilding does not necessarily need to center narrative elements. Instead, new worlds can allow us to reimagine existing structures, conventions, and constants. Doing so gives us the tools to queer the world around us. How to Queer the World argues that video games provide us with keen insight into worldbuilding. With these insights come a new understanding of the ever-elusive ideals of queer worldmaking. Video games challenge us to address how worlds are built through underlying systems rather than surface-level representation. They also offer opportunities to envision alternate and queer ways of living, loving, desiring, and being. Each of the chapters in this book presents a close reading of a video game that illustrates one way of building worlds and encoding them with meaning, focusing on elements of digital media often overlooked as technical rather than cultural. From the design of game mechanics and user interfaces to the use of graphics software and physics simulations, Bo Ruberg argues that these aspects of video games represent a critical toolkit for seeing the work of worldbuilding differently-in video games and beyond. Simultaneously, each of these video games models an approach to what Ruberg terms "queer worldbuilding." Queer worldbuilding radically remakes the world by destabilizing the fundamental logics of our own universe: who we are, what we can do, how our bodies move, and how we exist within time and space.

  • Lingua: Inglese

    Editore: NYU Press, 2025

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    Condizione: As New. Unread book in perfect condition.

  • Lingua: Inglese

    Editore: NYU Press, 2019

    1479843741 / 9781479843749

    Serie: Libro 16 di 30 - Postmillennial Pop

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  • Lingua: Inglese

    Editore: New York University Press 4/22/2025, 2025

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    Paperback or Softback. Condizione: New. How to Queer the World: Radical Worldbuilding Through Video Games. Book.

  • Lingua: Inglese

    Editore: New York University Press, 2019

    1479843741 / 9781479843749

    Serie: Libro 16 di 30 - Postmillennial Pop

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    PAP. Condizione: New. New Book. Shipped from UK. Established seller since 2000.

  • Lingua: Inglese

    Editore: Duke University Press, 2020

    1478006587 / 9781478006589

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  • Lingua: Inglese

    Editore: Duke University Press, North Carolina, 2020

    1478006587 / 9781478006589

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    Paperback. Condizione: new. Paperback. In The Queer Games Avant-Garde, Bonnie Ruberg presents twenty interviews with twenty-two queer video game developers whose radical, experimental, vibrant, and deeply queer work is driving a momentous shift in the medium of video games. Speaking with insight and candor about their creative practices as well as their politics and passions, these influential and innovative game makers tell stories about their lives and inspirations, the challenges they face, and the ways they understand their places within the wider terrain of video game culture. Their insights go beyond typical conversations about LGBTQ representation in video games or how to improve "diversity" in digital media. Instead, they explore queer game-making practices, the politics of queer independent video games, how queerness can be expressed as an aesthetic practice, the influence of feminist art on their work, and the future of queer video games and technology. These engaging conversations offer a portrait of an influential community that is subverting and redefining the medium of video games by placing queerness front and center. Interviewees: Ryan Rose Aceae, Avery Alder, Jimmy Andrews, Santo Aveiro-Ojeda, Aevee Bee, Tonia B******, Mattie Brice, Nicky Case, Naomi Clark, Mo Cohen, Heather Flowers, Nina Freeman, Jerome Hagen, Kat Jones, Jess Marcotte, Andi McClure, Llaura McGee, Seanna Musgrave, Liz Ryerson, Elizabeth Sampat, Loren Schmidt, Sarah Schoemann, Dietrich Squinkifer, Kara Stone, Emilia Yang, Robert Yang Bonnie Ruberg presents twenty interviews with twenty-two queer video developers whose radical, experimental, vibrant, and deeply queer work is driving a momentous shift in the medium of video games. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.

  • Lingua: Inglese

    Editore: New York University Press, New York, 2025

    1479832006 / 9781479832002

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    Paperback. Condizione: new. Paperback. What video games teach us about building a more inclusive world What does it mean to build a world? Worldbuilding is traditionally understood as an expression of storytelling across media forms. Yet, as video games show us, worldbuilding does not necessarily need to center narrative elements. Instead, new worlds can allow us to reimagine existing structures, conventions, and constants. Doing so gives us the tools to queer the world around us. How to Queer the World argues that video games provide us with keen insight into worldbuilding. With these insights come a new understanding of the ever-elusive ideals of queer worldmaking. Video games challenge us to address how worlds are built through underlying systems rather than surface-level representation. They also offer opportunities to envision alternate and queer ways of living, loving, desiring, and being. Each of the chapters in this book presents a close reading of a video game that illustrates one way of building worlds and encoding them with meaning, focusing on elements of digital media often overlooked as technical rather than cultural. From the design of game mechanics and user interfaces to the use of graphics software and physics simulations, Bo Ruberg argues that these aspects of video games represent a critical toolkit for seeing the work of worldbuilding differentlyin video games and beyond. Simultaneously, each of these video games models an approach to what Ruberg terms "queer worldbuilding." Queer worldbuilding radically remakes the world by destabilizing the fundamental logics of our own universe: who we are, what we can do, how our bodies move, and how we exist within time and space. "This book argues for a radical reimagining of the concept of worldbuilding, using video games to illustrate how worlds are built on underlying systems and how the world around us can be rebuilt in queer ways that support the lives of LGBTQIA+ people"-- Provided by publisher. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.

  • Lingua: Inglese

    Editore: NYU Press, 2025

    1479832006 / 9781479832002

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  • Lingua: Inglese

    Editore: New York University Press, US, 2019

    1479843741 / 9781479843749

    Serie: Libro 16 di 30 - Postmillennial Pop

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    Paperback. Condizione: New. Argues for the queer potential of video games While popular discussions about queerness in video games often focus on big-name, mainstream games that feature LGBTQ characters, like Mass Effect or Dragon Age, Bonnie Ruberg pushes the concept of queerness in games beyond a matter of representation, exploring how video games can be played, interpreted, and designed queerly, whether or not they include overtly LGBTQ content. Video Games Have Always Been Queer argues that the medium of video games itself can-and should-be read queerly. In the first book dedicated to bridging game studies and queer theory, Ruberg resists the common, reductive narrative that games are only now becoming more diverse. Revealing what reading D. A. Miller can bring to the popular 2007 video game Portal, or what Eve Sedgwick offers Pong, Ruberg models the ways game worlds offer players the opportunity to explore queer experience, affect, and desire. As players attempt to 'pass' in Octodad or explore the pleasure of failure in Burnout: Revenge, Ruberg asserts that, even within a dominant gaming culture that has proved to be openly hostile to those perceived as different, queer people have always belonged in video games-because video games have, in fact, always been queer.

  • Lingua: Inglese

    Editore: New York University Press, US, 2019

    1479843741 / 9781479843749

    Serie: Libro 16 di 30 - Postmillennial Pop

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    Paperback. Condizione: New. Argues for the queer potential of video games While popular discussions about queerness in video games often focus on big-name, mainstream games that feature LGBTQ characters, like Mass Effect or Dragon Age, Bonnie Ruberg pushes the concept of queerness in games beyond a matter of representation, exploring how video games can be played, interpreted, and designed queerly, whether or not they include overtly LGBTQ content. Video Games Have Always Been Queer argues that the medium of video games itself can-and should-be read queerly. In the first book dedicated to bridging game studies and queer theory, Ruberg resists the common, reductive narrative that games are only now becoming more diverse. Revealing what reading D. A. Miller can bring to the popular 2007 video game Portal, or what Eve Sedgwick offers Pong, Ruberg models the ways game worlds offer players the opportunity to explore queer experience, affect, and desire. As players attempt to 'pass' in Octodad or explore the pleasure of failure in Burnout: Revenge, Ruberg asserts that, even within a dominant gaming culture that has proved to be openly hostile to those perceived as different, queer people have always belonged in video games-because video games have, in fact, always been queer.