Kirjojen hintavertailu – 12 859 828 kirjaa ja 27 kauppaa
Kirjailija
Matteo Bittanti
Kirjat ja teokset yhdessä paikassa: 6 kirjaa, julkaisuja vuosilta 2016–2026, suosituimpiin kuuluu Game Engine Culture(s). Vertaile teosten hintoja ja tarkista saatavuus suomalaisista kirjakaupoista.
The Photographer’s Guide to Los Santos blends video games and photography, exploring Grand Theft Auto V as both a tourist destination and a creative space. Combining practical in-game photography advice with critical analysis, the guide offers tutorials, modding techniques, and reflections on artistic projects, making it a valuable resource for students and digital artists. This handbook redefines GTA V as a medium for artistic expression, challenging conventional boundaries between gaming and art. Drawing from exhibitions and in-game performances, the guide incorporates lessons from teaching in-game photography across Europe. The Photographer’s Guide to Los Santos encourages deep, creative engagement with GTA V, positioning the game as a site for both critical and artistic exploration.
Mizuko Ito; Sonja Baumer; Matteo Bittanti; danah boyd; Rachel Cody; Becky Herr Stephenson; Heather A. Horst; Patricia G. Lange; Dilan Mahendran; Katynka Z. Martínez; C. J. Pascoe; Dan Perkel; Laura Robinson; Christo Sims; Lisa Tripp
The tenth-anniversary edition of a foundational text in digital media and learning, examining new media practices that range from podcasting to online romantic breakups. Hanging Out, Messing Around, and Geeking Out, first published in 2009, has become a foundational text in the field of digital media and learning. Reporting on an ambitious three-year ethnographic investigation into how young people live and learn with new media in varied settings-at home, in after-school programs, and in online spaces-it presents a flexible and useful framework for understanding the ways that young people engage with and through online platforms: hanging out, messing around, and geeking out, otherwise known as HOMAGO. Integrating twenty-three case studies-which include Harry Potter podcasting, video-game playing, music sharing, and online romantic breakups-in a unique collaborative authorship style, Hanging Out, Messing Around, and Geeking Out combines in-depth descriptions of specific group dynamics with conceptual analysis. Since its original publication, digital learning labs in libraries and museums around the country have been designed around the HOMAGO mode and educators have created HOMAGO guidebooks and toolkits. This tenth-anniversary edition features a new introduction by Mizuko Ito and Heather Horst that discusses how digital youth culture evolved in the intervening decade, and looks at how HOMAGO has been put into practice. This book was written as a collaborative effort by members of the Digital Youth Project, a three-year research effort funded by the John D. and Catherine T. MacArthur Foundation and conducted at the University of California, Berkeley, and the University of Southern California.
Artist and game designer, Eddo Stern explores the uneasy and otherwise unconscious connections between physical existence and electronic simulation, surrounding the subject matters of violence, memory and identification. A game manual, a catalogue, a making of and an archive, How to Play Eddo Stern revolves around a selected body of works developed with di(erent media that can be understood as OgamesO. Featuring an essay by Matteo Bittanti, the book is a deep dive into the massive amount of small bits and pieces that make up the folders of SternOs game projects: 3D models, texture maps and atlases, backdrops, animation frame sequences, code snippets, circuit diagrams, as well as emails, design documents, meeting notes, and installation diagrams. Co-produced with Haus der elektronischen KYnste Basel.