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HKSYU Library

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    a| 0-203-13520-2
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    a| 0-203-17181-0
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    a| 10.4324/9780203135204 2| doi
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    a| (EBL)165889
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    a| (OCoLC)48137948
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    a| GV1469.17.S63 b| D27 2000
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    a| 306.4/87 2| 21
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    a| Darley, Andrew.
    245
    1
    0
    a| Visual digital culture : b| surface play and spectacle in new media genres / c| Andrew Darley.
    250
     
     
    a| 1st ed.
    260
     
     
    a| London ; a| New York : b| Routledge, c| 2000.
    300
     
     
    a| 1 online resource (241 p.)
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    a| text b| txt
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    a| computer b| c
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    a| online resource b| cr
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    1
     
    a| Sussex studies in culture and communication
    500
     
     
    a| Description based upon print version of record.
    504
     
     
    a| Includes bibliographical references (p. 207-215) and index.
    505
    0
     
    a| Book Cover; Title; Contents; List of illustrations; Acknowledgements; Introduction; History; A back story: realism, simulation, interaction; Genealogy and tradition: mechanised spectacle as popular entertainment; Shaping tradition: the contemporary context; Aesthetics; Simulation and hyperrealism: computer animation and TV advertisements; The waning of narrative: new spectacle cinema and music video; The digital image in 'the age of the signifier'; Spectators; Games and rides: surfing the image; Surface play and spaces of consumption; Active spectators?; Exhibiting spectacle (and style)
    505
    8
     
    a| ConclusionNotes; Bibliography; Author index; Subject index
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    a| Digital entertainment, from video games to simulation rides, is now a central feature of popular culture. Computer-based or digital technologies are supplanting the traditional production methods of television, film and video, provoking intense speculation about their impact on the character of art. Examining the digital imaging techniques across a wide range of media, including film, music video, computer games, theme parks and simulation rides, Visual Digital Culture explores the relationship between evolving digital technologies and existing media and considers the effect of these
    546
     
     
    a| English
    650
     
    0
    a| Video games x| Social aspects.
    650
     
    0
    a| Video games x| Social aspects.
    650
     
    0
    a| Video recordings x| Social aspects.
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    8
    z| 0-415-16555-5
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    8
    z| 0-415-16554-7
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    0
    a| Sussex studies in culture and communication.
    906
     
     
    a| BOOK
    945
     
     
    h| Supplement l| location i| barcode y| id f| bookplate a| callnoa b| callnob n| GEB112