Thresholds Digital Gameplay by Gardner Daniel (21 results)

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  • Language: English

    Published by The MIT Press, 2025

    0262553589 / 9780262553582

    Series: Book 8 of 10 - Software Studies

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  • Language: English

    Published by The MIT Press Bookstore, 2025

    0262553589 / 9780262553582

    Series: Book 8 of 10 - Software Studies

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  • Language: English

    Published by MIT Press Ltd, 2025

    0262553589 / 9780262553582

    Series: Book 8 of 10 - Software Studies

    • Softcover

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

  • Language: English

    Published by MIT Press Ltd, 2025

    0262553589 / 9780262553582

    Series: Book 8 of 10 - Software Studies

    • Softcover

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    Paperback. Condition: new. Paperback. How the often-overlooked interfaces, interactions, and inequities on the edges of gameplay are more central to gaming than we realize.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. "Gardner explores the way that people navigate contemporary digital games through accoutn logins, controllers, mens and settings and other peripheral gaming elemens"-- Provided by publisher. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.

  • Language: English

    Published by MIT Press Ltd, US, 2025

    0262553589 / 9780262553582

    Series: Book 8 of 10 - Software Studies

    • Softcover

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  • Language: English

    Published by MIT Press Ltd, 2025

    0262553589 / 9780262553582

    Series: Book 8 of 10 - Software Studies

    • Softcover

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

  • Language: English

    Published by The MIT Press Bookstore, 2025

    0262553589 / 9780262553582

    Series: Book 8 of 10 - Software Studies

    • Softcover

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  • Language: English

    Published by The MIT Press, 2025

    0262553589 / 9780262553582

    Series: Book 8 of 10 - Software Studies

    • Softcover

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  • Language: English

    Published by MIT Press Ltd, US, 2025

    0262553589 / 9780262553582

    Series: Book 8 of 10 - Software Studies

    • Softcover

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  • Language: English

    Published by Mit Pr, 2025

    0262553589 / 9780262553582

    Series: Book 8 of 10 - Software Studies

    • Softcover

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    Paperback. Condition: Brand New. 336 pages. 9.00x6.00 inches. In Stock.

  • Language: English

    Published by The MIT Press, 2025

    0262553589 / 9780262553582

    Series: Book 8 of 10 - Software Studies

    • Softcover

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  • Language: English

    Published by MIT Press -, 2025

    0262553589 / 9780262553582

    Series: Book 8 of 10 - Software Studies

    • Softcover

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  • Language: English

    Published by MIT Press, 2025

    0262553589 / 9780262553582

    Series: Book 8 of 10 - Software Studies

    • Softcover

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  • Language: English

    Published by MIT Press, 2025

    0262553589 / 9780262553582

    Series: Book 8 of 10 - Software Studies

    • Softcover

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  • Language: English

    Published by The MIT Press, 2025

    0262553589 / 9780262553582

    Series: Book 8 of 10 - Software Studies

    • Softcover

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  • Language: English

    Published by MIT Press Ltd, 2025

    0262553589 / 9780262553582

    Series: Book 8 of 10 - Software Studies

    • Softcover

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  • Language: English

    Published by MIT Press, 2025

    0262553589 / 9780262553582

    Series: Book 8 of 10 - Software Studies

    • Softcover

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    Condition: New. 2025. paperback. . . . . . Books ship from the US and Ireland.

  • Language: English

    Published by MIT Press Ltd, 2025

    0262553589 / 9780262553582

    Series: Book 8 of 10 - Software Studies

    • Softcover

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    Paperback. Condition: new. Paperback. How the often-overlooked interfaces, interactions, and inequities on the edges of gameplay are more central to gaming than we realize.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. "Gardner explores the way that people navigate contemporary digital games through accoutn logins, controllers, mens and settings and other peripheral gaming elemens"-- Provided by publisher. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.

  • Language: English

    Published by MIT Press Ltd, 2025

    0262553589 / 9780262553582

    Series: Book 8 of 10 - Software Studies

    • Softcover

    Seller: CitiRetail, Stevenage, United KingdomCitiRetail

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    Paperback. Condition: new. Paperback. How the often-overlooked interfaces, interactions, and inequities on the edges of gameplay are more central to gaming than we realize.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. "Gardner explores the way that people navigate contemporary digital games through accoutn logins, controllers, mens and settings and other peripheral gaming elemens"-- Provided by publisher. Shipping may be from our UK warehouse or from our Australian or US warehouses, depending on stock availability.

  • Language: English

    Published by MIT Press Ltd, US, 2025

    0262553589 / 9780262553582

    Series: Book 8 of 10 - Software Studies

    • Softcover

    Seller: Rarewaves USA United, HEBRON, KY, U.S.A.Rarewaves USA United

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  • Language: English

    Published by MIT Press Ltd, US, 2025

    0262553589 / 9780262553582

    Series: Book 8 of 10 - Software Studies

    • Softcover

    Seller: Rarewaves.com UK, London, United KingdomRarewaves.com UK

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