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  • Contemporary Art Cinema Culture in China
    Contemporary Art Cinema Culture in China

    How do contemporary Chinese audiences access art cinema?What are the alternative channels for the distribution and exhibition of art cinema in China?How is Chinese art cinema changing with the booming of internet media and commodity culture in the 21st century? To answer these questions, Xiang Fan explores the dynamic networks of art cinema in China in the 21st century, highlighting the cultural practices of intermediaries such as independent programmers, internet critics, and fan translators.Offering insights gleaned from original ethnographic research, Fan reveals how these intermediary practitioners think about cinema, negotiate judgement and appreciation, construct a discourse of value and taste, and most importantly, constitute a coordinated and interrelated network for the sharing of art cinema.She argues that although their motivation was derived from a cinephilia seeking to forge an alternative mode of distribution and reception, the ‘new’ cinema culture they have produced simultaneously negotiates a subtly complicit relationship with authoritative and market forces.In doing so, she offers an original interdisciplinary perspective on contemporary art cinema culture in Chinese society.

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  • A History of Competitive Gaming
    A History of Competitive Gaming

    Competitive gaming, or esports – referring to competitive tournaments of video games among both casual gamers and professional players – began in the early 1970s with small competitions like the one held at Stanford University in October 1972, where some 20 researchers and students attended.By 2022, the estimated revenue of the global esports industry is in excess of $947 million, with over 200 million viewers worldwide.Regardless of views held about competitive gaming, esports have become a modern economic and cultural phenomenon. This book studies the full history of competitive gaming from the 1970s to the 2010s against the background of the arrival of the electronic and computer age.It investigates how competitive gaming has grown into a new form of entertainment, a sport-like competition, a lucrative business and a unique cultural sensation.It also explores the role of competitive gaming in the development of the video game industry, making a distinctive contribution to our knowledge and understanding of the history of video games. A History of Competitive Gaming will appeal to all those interested in the business and culture of gaming, as well as those studying modern technological culture.

    Price: 135.00 £ | Shipping*: 0.00 £
  • A History of Competitive Gaming
    A History of Competitive Gaming

    Competitive gaming, or esports – referring to competitive tournaments of video games among both casual gamers and professional players – began in the early 1970s with small competitions like the one held at Stanford University in October 1972, where some 20 researchers and students attended.By 2022, the estimated revenue of the global esports industry is in excess of $947 million, with over 200 million viewers worldwide.Regardless of views held about competitive gaming, esports have become a modern economic and cultural phenomenon. This book studies the full history of competitive gaming from the 1970s to the 2010s against the background of the arrival of the electronic and computer age.It investigates how competitive gaming has grown into a new form of entertainment, a sport-like competition, a lucrative business and a unique cultural sensation.It also explores the role of competitive gaming in the development of the video game industry, making a distinctive contribution to our knowledge and understanding of the history of video games. A History of Competitive Gaming will appeal to all those interested in the business and culture of gaming, as well as those studying modern technological culture.

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  • Gamish : A Graphic History of Gaming
    Gamish : A Graphic History of Gaming

    *Shortlisted for the British Book Design and Production Award for Graphic Novels*'A love letter to gaming in all its forms - from board games, to role-play, to virtual reality and video games.For fans of gaming, this is the perfect read. For those new to gaming, it is the perfect introduction' The ScotsmanA thrilling illustrated journey through the history of video games and what they really mean to usPac-Man.Mario. Minecraft. Doom. Ever since he first booted up his brother's dusty old Atari, comic artist Edward Ross has been hooked on video games.Years later, he began to wonder: what makes games so special?Why do we play? And how do games shape the world we live in?This lovingly illustrated book takes us through the history of video games, from the pioneering prototypes of the 1950s to the modern era of blockbuster hits and ingenious indie gems.Exploring the people and politics behind one of the world's most exciting art-forms, Gamish is a love letter to something that has always been more than just a game.

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  • What are classic gaming forums?

    Classic gaming forums are online communities where gamers can discuss and share information about classic video games. These forums often cover a wide range of classic games from various platforms, such as NES, SNES, Sega Genesis, and more. Users can engage in discussions about game strategies, tips, and tricks, as well as share their experiences and memories of playing these classic games. Classic gaming forums also provide a platform for fans to connect with like-minded individuals and build a community around their shared love for retro gaming.

  • Can you help me with the art, culture, and history exam?

    Of course! I can help you with the art, culture, and history exam by providing information, explanations, and answering any specific questions you may have. I can also assist in reviewing key concepts, important figures, and significant events related to these subjects. Feel free to ask me anything you need help with, and I'll do my best to assist you in preparing for your exam.

  • Is right-wing extremism a threat to gaming culture?

    Right-wing extremism can be a threat to gaming culture as it can promote toxic behavior, discrimination, and exclusion within the gaming community. Extremist ideologies can lead to harassment, hate speech, and the spread of harmful stereotypes, creating a hostile environment for marginalized groups. It is important for the gaming community to actively combat and reject right-wing extremism to ensure a safe and inclusive space for all gamers.

  • Which option is better for gaming: 4k gaming, UWQHD gaming, or 2k gaming?

    The best option for gaming depends on the individual's preferences and the capabilities of their gaming setup. 4k gaming offers the highest resolution and visual quality, but it requires a powerful graphics card and monitor to fully take advantage of it. UWQHD gaming provides a balance between resolution and performance, offering a wider aspect ratio for a more immersive experience. 2k gaming, also known as QHD, is a good middle ground for those who want a balance between visual quality and performance. Ultimately, the best option for gaming is the one that provides the best balance between visual quality and performance for the individual's specific gaming setup and preferences.

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  • Anti Camping Gaming classic fit.
    Anti Camping Gaming classic fit.

    A funny design for the gamers against the camping strategy!

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  • Professional Gaming Camper classic fit.
    Professional Gaming Camper classic fit.

    A funny design for the camping gamer.

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  • Future Gaming : Creative Interventions in Video Game Culture
    Future Gaming : Creative Interventions in Video Game Culture

    A sophisticated critical take on contemporary game culture that reconsiders the boundaries between gamers and games. This book is not about the future of video games. It is not an attempt to predict the moods of the market, the changing profile of gamers, the benevolence or malevolence of the medium.This book is about those predictions. It is about the ways in which the past, present, and future notions of games are narrated and negotiated by a small group of producers, journalists, and gamers, and about how invested these narrators are in telling the story of tomorrow. This new title from Goldsmiths Press by Paolo Ruffino suggests the story could be told another way.Considering game culture, from the gamification of self-improvement to GamerGate's sexism and violence, Ruffino lays out an alternative, creative mode of thinking about the medium: a sophisticated critical take that blurs the distinctions among studying, playing, making, and living with video games.Offering a series of stories that provide alternative narratives of digital gaming, Ruffino aims to encourage all of us who study and play (with) games to raise ethical questions, both about our own role in shaping the objects of research, and about our involvement in the discourses we produce as gamers and scholars.For researchers and students seeking a fresh approach to game studies, and for anyone with an interest in breaking open the current locked-box discourse, Future Gaming offers a radical lens with which to view the future.

    Price: 29.00 £ | Shipping*: 0.00 £
  • History in Contemporary Art and Culture
    History in Contemporary Art and Culture

    This unique book offers guidance for contemporary art practices in dialogue with history, story, memory, and tradition. Artist and lecturer Paul O’Kane uses innovative and creative means, informed by a storytelling tradition as well as academic research, to make connections between contemporary art, history, and the past.The aim of this book is to give readers a sense of the profundity of historical questions, while making the challenge inviting, welcoming and manageable.It is designed to set out an expansive, inclusive and diverse range of potential directions, and speculations from which students can develop personal paths of enquiry.This is achieved by writing and designing the text in an accessible way and providing a range of ‘ways-in’.A series of carefully chosen references, examples, key texts, and possible essay questions are chosen and pitched at various levels and can be close-read, discussed, digested, and responded to either verbally or in the form of a presentation or essay. Written primarily for a broad range of fine arts students, this book encourages readers to reconsider their studies and art practices in light of a historical perspective, enhanced by creative contributions from artists, imaginative philosophers, and influential cultural commentators.

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  • What are art and culture events?

    Art and culture events are gatherings or activities that showcase various forms of artistic expression, such as visual arts, music, dance, theater, literature, and more. These events provide a platform for artists to share their work with the public and engage in creative dialogue. They also offer opportunities for individuals to immerse themselves in different cultural experiences, broaden their perspectives, and appreciate the diversity of human expression. Overall, art and culture events play a vital role in enriching communities, fostering creativity, and promoting understanding and connection among people.

  • What is the difference between mobile gaming, PC gaming, and console gaming?

    Mobile gaming refers to playing video games on mobile devices such as smartphones and tablets. It typically offers simpler gameplay and is often free to play with in-app purchases. PC gaming involves playing video games on a personal computer, offering more complex and graphically intensive games with a wide range of customization options. Console gaming involves playing video games on dedicated gaming consoles, offering a balance between simplicity and complexity with a focus on exclusive titles and multiplayer experiences. Each platform has its own unique advantages and limitations, catering to different preferences and gaming experiences.

  • Do you find art and culture important?

    Yes, I find art and culture to be extremely important. Art and culture are essential for expressing and preserving the diversity of human experiences and perspectives. They also play a crucial role in fostering creativity, critical thinking, and empathy. Additionally, art and culture contribute to the economy and tourism, and can serve as a powerful tool for social change and community development. Overall, art and culture enrich our lives and help us understand and appreciate the world around us.

  • Which gaming PC is better for gaming?

    The best gaming PC for gaming depends on your specific needs and budget. Generally, a gaming PC with a powerful graphics card, high-speed processor, ample RAM, and fast storage will provide a smooth gaming experience with high frame rates and graphics settings. It's important to research and compare different gaming PCs based on their specifications, performance benchmarks, and reviews to determine which one best suits your gaming preferences and requirements. Ultimately, the best gaming PC is one that offers the best performance and value for your individual gaming needs.

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