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  1. Gry komputerowe i branża gier a sztuka komiksowa
    Erschienen: 2011
    Verlag:  Poznańskie Towarzystwo Przyjaciół Nauk, Poznań

    Abstract: Growth in popularity of computer (video) games is a noticeable change in recent years. Electronic entertainment increasingly engages the wider society and reaches to new audiences by offering them satisfy of wide variety of needs and... mehr

     

    Abstract: Growth in popularity of computer (video) games is a noticeable change in recent years. Electronic entertainment increasingly engages the wider society and reaches to new audiences by offering them satisfy of wide variety of needs and aspirations. As a mass media games not only provide entertainment, but they are also an important source of income, knowledge and social problems. Article aims to bring closer look on the common areas of games and comics. On the one hand designers and artists working on games are often inspired by comic books, as well as they create their licensed adaptations and separate „interactive issues”. On the other hand more and more often we can see comics based on popular games. Study present the areas of agreement, cooperation or dependence like: technologies used to create games and comic books, use of comic books to comment events in the gaming industry and organization of exhibitions or events popularizing the works from both fields

     

    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Quelle: Verbundkataloge
    Beteiligt: Gajewska, Grażyna (Herausgeber); Wójcik, Rafał (Herausgeber)
    Sprache: Polnisch
    Medientyp: Buch (Monographie)
    Format: Online
    Weitere Identifier:
    oai:gesis.izsoz.de:document/37159
    DDC Klassifikation: Publizistische Medien, Journalismus, Verlagswesen (070); Wirtschaft (330)
    Schriftenreihe: COntextual MIX: through graphic stories to analyses of contemporary culture
    Weitere Schlagworte: (thesoz)Computerspiel; (thesoz)computervermittelte Kommunikation; (thesoz)Comic; (thesoz)Sozialkapital; (thesoz)virtuelle Gemeinschaft; (thesoz)Wirtschaftszweig; ICT; Ludology; Video Games; Mass media; Stereotypes and Prejudice; Game Concepts; Theory of Network & Participation Culture; serious games; e-learning; Technoculture; User-Generated Content; Comics Arts Education; Comics/ Sequential Art
    Umfang: Online-Ressource, 385-396 S.
    Bemerkung(en):

    Veröffentlichungsversion

    begutachtet (peer reviewed)

    In: Gajewska, Grażyna (Hg.), Wójcik, Rafał (Hg.): COntextual MIX: through graphic stories to analyses of contemporary culture. 2011. S. 385-396. ISBN 978-83-7654-043-6