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paperback. Condition: Very Good. Cover shows minimal external wear. In otherwise near pristine condition with minimal/no other wear, crisp & clean interiors showing unmarked text, and firm binding! A very good copy.
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paperback. Condition: Fine.
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Paperback. Condition: new. Paperback. A lively and insightful account that follows the bouncing ball through the history of nonelectronic and electronic games.A lively and insightful account that follows the bouncing ball through the history of nonelectronic and electronic games.Bounce follows an array of bouncing balls through the histories of nonelectronic and electronic games, across the spectrum of play, game, and sport, and into the domains of physics, material science, animation, and computing. The book's focus on bounce sidesteps the focus on play found in much of the game studies literature and broadens the scope of game history by spotlighting an interaction that is central to thousands of physical and digital games and sports.The book is divided into three sections that introduce different kinds of bounce to address the matter of the ball, the virtuality of bounce, and bounded spectacle- Ricochet in ancient tennis is set against modern tennis's true bounce; squash and stretch in animation serves as a mirror of the pings and pongs of computer bounce; and the bounce feel in Electronic Art's FIFA video game series and pok ta pok of the Mesoamerican game ulama elaborate the contrasting positions of these two mythological games. "Bounce follows an array of bouncing balls through the histories of non-electronic and electronic games, across the spectrum of play, game, and sport, and into the domains of physics, material science, animation, and computing"-- Provided by publisher. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.
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Add to basketPaperback. Condition: Brand New. 316 pages. 9.00x6.00x9.00 inches. In Stock.
Seller: Majestic Books, Hounslow, United Kingdom
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Language: English
Published by Bloomsbury USA Academic, 2024
ISBN 10: 1501375385 ISBN 13: 9781501375385
Seller: Revaluation Books, Exeter, United Kingdom
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Paperback. Condition: new. Paperback. A lively and insightful account that follows the bouncing ball through the history of nonelectronic and electronic games.A lively and insightful account that follows the bouncing ball through the history of nonelectronic and electronic games.Bounce follows an array of bouncing balls through the histories of nonelectronic and electronic games, across the spectrum of play, game, and sport, and into the domains of physics, material science, animation, and computing. The book's focus on bounce sidesteps the focus on play found in much of the game studies literature and broadens the scope of game history by spotlighting an interaction that is central to thousands of physical and digital games and sports.The book is divided into three sections that introduce different kinds of bounce to address the matter of the ball, the virtuality of bounce, and bounded spectacle- Ricochet in ancient tennis is set against modern tennis's true bounce; squash and stretch in animation serves as a mirror of the pings and pongs of computer bounce; and the bounce feel in Electronic Art's FIFA video game series and pok ta pok of the Mesoamerican game ulama elaborate the contrasting positions of these two mythological games. "Bounce follows an array of bouncing balls through the histories of non-electronic and electronic games, across the spectrum of play, game, and sport, and into the domains of physics, material science, animation, and computing"-- Provided by publisher. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.
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Add to basketPaperback. Condition: new. Paperback. A lively and insightful account that follows the bouncing ball through the history of nonelectronic and electronic games.A lively and insightful account that follows the bouncing ball through the history of nonelectronic and electronic games.Bounce follows an array of bouncing balls through the histories of nonelectronic and electronic games, across the spectrum of play, game, and sport, and into the domains of physics, material science, animation, and computing. The book's focus on bounce sidesteps the focus on play found in much of the game studies literature and broadens the scope of game history by spotlighting an interaction that is central to thousands of physical and digital games and sports.The book is divided into three sections that introduce different kinds of bounce to address the matter of the ball, the virtuality of bounce, and bounded spectacle- Ricochet in ancient tennis is set against modern tennis's true bounce; squash and stretch in animation serves as a mirror of the pings and pongs of computer bounce; and the bounce feel in Electronic Art's FIFA video game series and pok ta pok of the Mesoamerican game ulama elaborate the contrasting positions of these two mythological games. "Bounce follows an array of bouncing balls through the histories of non-electronic and electronic games, across the spectrum of play, game, and sport, and into the domains of physics, material science, animation, and computing"-- Provided by publisher. Shipping may be from our UK warehouse or from our Australian or US warehouses, depending on stock availability.
Seller: Kennys Bookstore, Olney, MD, U.S.A.
Condition: New. 2026. paperback. . . . . . Books ship from the US and Ireland.
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Language: English
Published by Bloomsbury Academic 2022-08-11, 2022
ISBN 10: 1501375342 ISBN 13: 9781501375347
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Taschenbuch. Condition: Neu. Bounce | Balls, Walls, and Bodies in Games and Play | Carlin Wing | Taschenbuch | Einband - flex.(Paperback) | Englisch | 2026 | MIT Press Ltd | EAN 9780262553216 | Verantwortliche Person für die EU: Libri GmbH, Europaallee 1, 36244 Bad Hersfeld, gpsr[at]libri[dot]de | Anbieter: preigu.
Language: English
Published by MIT Press Ltd Jan 2026, 2026
ISBN 10: 026255321X ISBN 13: 9780262553216
Seller: AHA-BUCH GmbH, Einbeck, Germany
Taschenbuch. Condition: Neu. Neuware - A lively and insightful account that follows the bouncing ball through the history of nonelectronic and electronic games.Bounce follows an array of bouncing balls through the histories of nonelectronic and electronic games, across the spectrum of play, game, and sport, and into the domains of physics, material science, animation, and computing. The book's focus on bounce sidesteps the focus on play found in much of the game studies literature and broadens the scope of game history by spotlighting an interaction that is central to thousands of physical and digital games and sports.The book is divided into three sections that introduce different kinds of bounce to address the matter of the ball, the virtuality of bounce, and bounded spectacle: Ricochet in ancient tennis is set against modern tennis's true bounce; squash and stretch in animation serves as a mirror of the pings and pongs of computer bounce; and the bounce feel in Electronic Art's FIFA video game series and pok ta pok of the Mesoamerican game ulama elaborate the contrasting positions of these two mythological games.
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