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    The 21st Century in 100 Games

    The 21st Century in 100 Games by Deshbandhu, Aditya;

    Series: Games and Contemporary Culture;

      • GET 10% OFF

      • The discount is only available for 'Alert of Favourite Topics' newsletter recipients.
      • Publisher's listprice GBP 34.99
      • The price is estimated because at the time of ordering we do not know what conversion rates will apply to HUF / product currency when the book arrives. In case HUF is weaker, the price increases slightly, in case HUF is stronger, the price goes lower slightly.

        17 708 Ft (16 865 Ft + 5% VAT)
      • Discount 10% (cc. 1 771 Ft off)
      • Discounted price 15 937 Ft (15 179 Ft + 5% VAT)

    17 708 Ft

    db

    Availability

    Estimated delivery time: In stock at the publisher, but not at Prospero's office. Delivery time approx. 3-5 weeks.
    Not in stock at Prospero.

    Why don't you give exact delivery time?

    Delivery time is estimated on our previous experiences. We give estimations only, because we order from outside Hungary, and the delivery time mainly depends on how quickly the publisher supplies the book. Faster or slower deliveries both happen, but we do our best to supply as quickly as possible.

    Short description:

    The 21st Century in 100 Games is an interactive public history of the contemporary world. It creates a ludological retelling of the 21st century through 100 games that were announced, launched and played from the turn of the century.

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    Long description:

    The 21st Century in 100 Games is an interactive public history of the contemporary world. It creates a ludological retelling of the 21st century through 100 games that were announced, launched, and played from the turn of the century. The book analyzes them and then uses the games as a means of entry to examine both key events in the 21st century and the evolution of the gaming industry. Adopting a tri-pronged perspective ? the reviewer, the academic, and an industry observer ? it studies games as ludo-narratological artefacts and resituates games in a societal context by examining how they affect and are engaged with by players, reviewers, the gaming community, and the larger gaming industry.


    This book will be a must read for readers interested in video games, new media, digital culture (s), culture studies, and history.

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    Table of Contents:

    Foreword by Usha Raman. Introduction. 1. Attempting a Ludological History: How Do We Remember Games? 2. Towards a Public History: Capturing Experiences and Shared Memories 3. Dedicated for Gaming: Transformation for Play 4. When the Magic Fades: The Search for Redemption 5. New Ways of Monetization: The Service Turn in Games 6. Games as Transmedia: Aggregation and Activation 7. New Heights and Challenges: Video Games in a Pandemic. Conclusion: 21st Century: A Lookback. Annexure. 


     


     

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