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  1. Metagaming
    playing, competing, spectating, cheating, trading, making, and breaking videogames
    Erschienen: [2017]
    Verlag:  University of Minnesota Press, Minneapolis

    "The greatest trick the videogame industry ever pulled was convincing the world that videogames were games rather than a medium for making metagames. Elegantly defined as "games about games," metagames implicate a diverse range of practices that... mehr

     

    "The greatest trick the videogame industry ever pulled was convincing the world that videogames were games rather than a medium for making metagames. Elegantly defined as "games about games," metagames implicate a diverse range of practices that stray outside the boundaries and bend the rules: from technical glitches and forbidden strategies to Renaissance painting, algorithmic trading, professional sports, and the War on Terror. In Metagaming, Stephanie Boluk and Patrick LeMieux demonstrate how games always extend beyond the screen, and how modders, mappers, streamers, spectators, analysts, and artists are changing the way we play. Metagaming uncovers these alternative histories of play by exploring the strange experiences and unexpected effects that emerge in, on, around, and through videogames. Players puzzle through the problems of perspectival rendering in Portal, perform clandestine acts of electronic espionage in EVE Online, compete and commentate in Korean StarCraft, and speedrun The Legend of Zelda in record times (with or without the use of vision). Companies like Valve attempt to capture the metagame through international e-sports and online marketplaces while the corporate history of Super Mario Bros. is undermined by the endless levels of Infinite Mario, the frustrating pranks of Asshole Mario, and even Super Mario Clouds, a ROM hack exhibited at the Whitney Museum of American Art. One of the only books to include original software alongside each chapter, Metagaming transforms videogames from packaged products into instruments, equipment, tools, and toys for intervening in the sensory and political economies of everyday life. And although videogames conflate the creativity, criticality, and craft of play with the act of consumption, we don't simply play videogames--we make metagames"--

     

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    Format: Druck
    ISBN: 9780816687152; 0816687153; 9780816687169; 0816687161
    RVK Klassifikation: AP 15963
    Schriftenreihe: Electronic mediations ; 53
    Schlagworte: Gesellschaft
    Weitere Schlagworte: Video games / Social aspects; Video games industry / Social aspects; Video games / Design; GAMES / Video & Electronic; COMPUTERS / Social Aspects / General; SOCIAL SCIENCE / Popular Culture
    Umfang: 379 Seiten, Illustrationen, 22 cm
    Bemerkung(en):

    Literaturverzeichnis: Seite 343-359

  2. Gaming at the edge
    sexuality and gender at the margins of gamer culture
    Autor*in: Shaw, Adrienne
    Erschienen: [2014]
    Verlag:  University of Minnesota Press, Minneapolis

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781452949666
    Weitere Identifier:
    RVK Klassifikation: AP 15963 ; MS 2850 ; MS 3010 ; SU 500
    Schlagworte: Video games / Social aspects; Electronic games / Social aspects; Gender identity; Sex role; Sex; SOCIAL SCIENCE / Media Studies; SOCIAL SCIENCE / Gay Studies; GAMES / Video & Electronic; Gesellschaft
    Umfang: 1 Online-Ressource (x, 317 Seiten), Illustrationen
    Bemerkung(en):

    Auf der Landingpage Erscheinungsdatum 2015 (gesehen 20.12.2022)

    Literaturverzeichnis: Seite 265-295

  3. Game Testing
    all in one
    Erschienen: [2017]
    Verlag:  Mercury Learning and Information, Dulles, Virginia

    Hochschul- und Kreisbibliothek Bonn-Rhein-Sieg
    uneingeschränkte Fernleihe, Kopie und Ausleihe
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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    Format: Druck
    ISBN: 9781942270768
    Auflage/Ausgabe: Third edition
    Schlagworte: Computer games / Design; Computer games / Programming; Video games / Design; GAMES / Video & Electronic; Computer games; Video games
    Umfang: xiv, 415 Seiten, Illustrationen, Diagramme
  4. What is your quest ?
    from adventure games to interactive books
    Erschienen: 2014
    Verlag:  University of Iowa Press, Iowa City

    "What Is Your Quest? examines the future of electronic literature in a world where tablets and e-readers are becoming as common as printed books and where fans are blurring the distinction between reader and author. The construction of new ways of... mehr

     

    "What Is Your Quest? examines the future of electronic literature in a world where tablets and e-readers are becoming as common as printed books and where fans are blurring the distinction between reader and author. The construction of new ways of storytelling is already underway: it is happening on the edges of the mainstream gaming industry and in the spaces between media, on the foundations set by classic games. Along these margins, convergent storytelling allows for playful reading and reading becomes a strategy of play. One of the earliest models for this new way of telling stories was the adventure game, the kind of game centered on quests in which the characters must overcome obstacles and puzzles. After they fell out of fashion in the 1990s, fans made strenuous efforts to keep them alive and to create new games in the genre. Such activities highlight both the convergence of game and story and the collapsing distinction between reader and author. Continually defying the forces of obsolescence, fans return abandoned games to a playable state and treat stories as ever-evolving narratives. Similarly, players of massive multiplayer games become co-creators of the game experience, building characters and creating social networks that recombine a reading and gaming community. The interactions between storytellers and readers, between programmers and creators, and among fans turned world-builders are essential to the development of innovative ways of telling stories. And at the same time that fan activities foster the convergence of digital gaming and storytelling, new and increasingly accessible tools and models for interactive narrative empower a broadening range of storytellers. It is precisely this interactivity among a range of users surrounding these new platforms that is radically reshaping both e-books and games and those who read and play with them. "What'++ s Your Quest? examines the future of electronic lite.

     

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    Sprache: Englisch
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    ISBN: 9781609382759; 9781609382988
    Schlagworte: GAMES / Video & Electronic / bisacsh; Video games; Computer games; Interactive multimedia; Storytelling; GAMES / Video & Electronic
    Umfang: vii, 200 Seiten, Illustrationen
  5. Videogames, identity and digital subjectivity
    Autor*in: Gallagher, Rob
    Erschienen: 2018
    Verlag:  Routledge, Taylor & Francis Group, London

    "This book argues that games offer a means of coming to terms with a world that is being transformed by digital technologies. As blends of software and fiction, videogames are uniquely capable of representing and exploring the effects of digitization... mehr

    Freie Universität Berlin, Universitätsbibliothek
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    Humboldt-Universität zu Berlin, Universitätsbibliothek, Jacob-und-Wilhelm-Grimm-Zentrum
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    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
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    "This book argues that games offer a means of coming to terms with a world that is being transformed by digital technologies. As blends of software and fiction, videogames are uniquely capable of representing and exploring the effects of digitization on day-to-day life. By modeling and incorporating new technologies (from artificial intelligence routines and data mining techniques to augmented reality interfaces), and by dramatizing the implications of these technologies for understandings of identity, nationality, sexuality, health and work, games encourage us to playfully engage with these issues in ways that traditional media cannot.? "--Provided by publisher

     

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    Quelle: Staatsbibliothek zu Berlin; Philologische Bibliothek, FU Berlin
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    ISBN: 9781138228986
    RVK Klassifikation: AP 15963
    Schriftenreihe: Routledge Advances in Game Studies ; 11
    Schlagworte: GAMES / Video & Electronic; Video Games; New Media; Cultural Studies; Computerspiel
    Umfang: 210 Seiten, Illustrationen
  6. Shigeru Miyamoto
    Super Mario Bros., Donkey Kong, the Legend of Zelda
    Erschienen: 2015
    Verlag:  Bloomsbury, New York ; London ; New Delhi ; Sydney

    "Steven Spielberg. Vincent Van Gogh. David Bowie. A few examples of superstars in film directing, painting and music for which interest in and study of has yet to decline. Now, as game studies is becoming more of a mainstay in academia, there is a... mehr

    Humboldt-Universität zu Berlin, Universitätsbibliothek, Jacob-und-Wilhelm-Grimm-Zentrum
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    "Steven Spielberg. Vincent Van Gogh. David Bowie. A few examples of superstars in film directing, painting and music for which interest in and study of has yet to decline. Now, as game studies is becoming more of a mainstay in academia, there is a great need to uncover the masterminds behind the screen. Influential Video Game Designers is the first series to take seriously the role of the game designer, by profiling those who have shaped contemporary video gaming, and providing insights into the practice, history, and artistry of game design. You may never have heard of Shigeru Miyamoto, but his output is sure to stir in you feelings of nostalgia and contentment. Joining Nintendo in the late 1970s, Miyamoto was the creator of lasting game franchises, such as Super Mario Bros., The Legend of Zelda, and Donkey Kong, just to name a few. His being named in Time Magazine's 100 Most Influential People in 2007 also proves his continued relevance in game design, game history and pop culture. Combining critical essays with interviews, bibliographies, and striking visuals, Shigeru Miyamoto launches this exciting new series, in order to provide gamers, industry professionals, and scholars with a history of the games they love and the design teams behind them, focusing on both the processes and products of game design. "--

     

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    Volltext (URL des Erstveröffentlichers)
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781628923865; 9781628923872; 9781501312779
    Weitere Identifier:
    RVK Klassifikation: AP 15932
    Schriftenreihe: Influential video game designers
    Schlagworte: GAMES / Video & Electronic; SOCIAL SCIENCE / Media Studies; BIOGRAPHY & AUTOBIOGRAPHY / General; GAMES / Board; Geschichte; Video games; Video games industry; Computer programmers; Spieleentwicklung; The legend of Zelda <Abenteuerspiel>; Super Mario; Computerspielindustrie
    Weitere Schlagworte: Miyamoto, Shigeru (1952-); Miyamoto, Shigeru (1952-)
    Umfang: 1 Online-Ressource (xii, 184 seiten), Illustrationen
    Bemerkung(en):

    Includes bibliographical references and index

  7. Brenda Laurel
    pioneering games for girls
    Erschienen: 2017
    Verlag:  Bloomsbury Academic, New York ; London ; Oxford ; New Dehli ; Sydney

    "Brenda Laurel is best known for her work with Purple Moon, the pioneering game company she cofounded in the 1990s. Purple Moon's games were based on years of research Laurel completed in an effort to understand why computer games seemed to be of so... mehr

    Freie Universität Berlin, Universitätsbibliothek
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    Humboldt-Universität zu Berlin, Universitätsbibliothek, Jacob-und-Wilhelm-Grimm-Zentrum
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    "Brenda Laurel is best known for her work with Purple Moon, the pioneering game company she cofounded in the 1990s. Purple Moon's games were based on years of research Laurel completed in an effort to understand why computer games seemed to be of so little interest to girls. Using diverse archival sources such as trade journals, newspapers, and recorded interviews, alongside Laurel's completed games and own writings and an original interview with Laurel herself, this volume offers insight into both the early development of the games for girls movement of the 1990s and the lasting impact of Laurel's game design breakthroughs. In her work with Purple Moon, Laurel drew on her background in theatre as well as her expertise in human computer interaction and qualitative research. By relying on this interdisciplinary background, Laurel made significant contributions to our understanding of the design and development of games as a medium for emotional rehearsal and storytelling. Additionally, her dedication to research-informed design has had a longstanding impact as companies and designers increasingly rely on audience research and metrics to shape their practices. The newest in Bloomsbury's Influential Video Game Designers series, Carly Kocurek highlights the contributions of a designer whose work has had a profound impact on the development of both games for girls and empathy games"... "Offers insight into the early development of the games for girls movement of the 1990s and the lasting impact of Brenda Laurel's game design breakthroughs"...

     

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  8. Emotions, technology, and digital games
    Beteiligt: Tettegah, Sharon Y. (Hrsg.); Huang, WenHao (Hrsg.)
    Erschienen: [2016]; © 2016
    Verlag:  Academic Press, is an imprint of Elsevier, Amsterdam ; Boston ; Heidelberg ; London ; New York ; Oxford ; Paris ; San Diego ; San Francisco ; Singapore ; Sydney; Tokyo

    Emotions, Technology, and Digital Games explores the need for people to experience enjoyment, excitement, anxiety, anger, frustration, and many other emotions. The book provides essential information on why it is necessary to have a greater... mehr

    Freie Universität Berlin, Universitätsbibliothek
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    Brandenburgische Technische Universität Cottbus - Senftenberg, Universitätsbibliothek
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    Emotions, Technology, and Digital Games explores the need for people to experience enjoyment, excitement, anxiety, anger, frustration, and many other emotions. The book provides essential information on why it is necessary to have a greater understanding of the power these emotions have on players, and how they affect players during, and after, a game. This book takes this understanding and shows how it can be used in practical ways, including the design of video games for teaching and learning, creating tools to measure social and emotional development of children, determining how empathy-related thought processes affect ethical decision-making, and examining how the fictional world of game play can influence and shape real-life experiences

     

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    Quelle: Philologische Bibliothek, FU Berlin
    Beteiligt: Tettegah, Sharon Y. (Hrsg.); Huang, WenHao (Hrsg.)
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780128018408
    Weitere Identifier:
    RVK Klassifikation: AP 14800 ; AP 15965 ; CV 3600 ; DW 4400 ; MS 7965
    Schriftenreihe: Emotions and Technology
    Schlagworte: GAMES / Video & Electronic; Gesellschaft; Psychologie; Electronic games; Video games; Electronic games; Digital media; Emotions; Human-computer interaction; Technologie; Gefühl; Computerspiel
    Umfang: 1 Online-Ressource (xxii, 342 Seiten), Illustrationen, Diagramme
  9. Violent games
    rules, realism, and effect
    Autor*in: Schott, Gareth
    Erschienen: 2016
    Verlag:  Bloomsbury Academic, New York

    "Interrogates the nature and meaning of the 'violence' encountered and experienced by game players"... mehr

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    Freie Universität Berlin, Universitätsbibliothek
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    Humboldt-Universität zu Berlin, Universitätsbibliothek, Jacob-und-Wilhelm-Grimm-Zentrum
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    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
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    Universität Potsdam, Universitätsbibliothek
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    "Interrogates the nature and meaning of the 'violence' encountered and experienced by game players"...

     

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    Quelle: Staatsbibliothek zu Berlin; Philologische Bibliothek, FU Berlin
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781628925609; 9781628925593; 9781501304897
    Weitere Identifier:
    RVK Klassifikation: AP 19563
    Schriftenreihe: Approaches to digital game studies ; volume 3
    Schlagworte: GAMES / Video & Electronic; SOCIAL SCIENCE / Media Studies; SOCIAL SCIENCE / Violence in Society; Gesellschaft; Violence in video games; Video games; Electronic games; GAMES / Video & Electronic; SOCIAL SCIENCE / Media Studies; SOCIAL SCIENCE / Violence in Society; Gewalt; Computerspiel
    Umfang: 1 Online-Ressource (x, 274 Seiten)
    Bemerkung(en):

    Bevorzugte Informationsquelle: Landingpage (Bloomsbury Collections), da weder Titelblatt noch Impressum vorhanden

  10. Videogame formalism
    on form, aesthetic experience, and methodology
    Erschienen: [2024]
    Verlag:  Amsterdam University Press, Amsterdam

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    Alice Salomon Hochschule Berlin, Bibliothek
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    Hochschule für Technik und Wirtschaft Berlin, Hochschulbibliothek
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    Brandenburgische Technische Universität Cottbus - Senftenberg, Universitätsbibliothek
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    Europa-Universität Viadrina, Universitätsbibliothek
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  11. Video game characters and transmedia storytelling
    the dynamic game character
    Autor*in: Blom, Joleen
    Erschienen: [2023]
    Verlag:  Amsterdam University Press, Amsterdam

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    Alice Salomon Hochschule Berlin, Bibliothek
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    Hochschule für Technik und Wirtschaft Berlin, Hochschulbibliothek
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    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
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    Bibliothek der Friedrich-Ebert-Stiftung
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    Brandenburgische Technische Universität Cottbus - Senftenberg, Universitätsbibliothek
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    Europa-Universität Viadrina, Universitätsbibliothek
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    Universität Potsdam, Universitätsbibliothek
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  12. Gaming and the divine
    a new systematic theology of video games
    Autor*in: Bosman, Frank
    Erschienen: 2019; © 2019
    Verlag:  Routledge, Taylor & Francis Group, London

    Fundamentals I: a theology of culture -- Fundamentals II: a study of games -- Theomorphism: creational theology -- Christophorism: Christology -- Homo Roboticus: theological anthropology -- Kyrie Eleison: theodicy and the problem of evil -- The... mehr

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    Fundamentals I: a theology of culture -- Fundamentals II: a study of games -- Theomorphism: creational theology -- Christophorism: Christology -- Homo Roboticus: theological anthropology -- Kyrie Eleison: theodicy and the problem of evil -- The wicked problem of being alive: ethics -- Game over: Thanatology -- God's delusion: religion critique in video games -- A systematic theology of video games.

     

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    Quelle: Staatsbibliothek zu Berlin
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780429018695; 9780429507892; 9780429018688; 9780429018671
    Weitere Identifier:
    RVK Klassifikation: AP 15963
    Schriftenreihe: Routledge new critical thinking in religion, theology, and biblical studies
    Schlagworte: Video games; Video games ; Religious aspects ; Christianity; GAMES / Board; RELIGION / Theology; GAMES / Video & Electronic; RELIGION / Christianity / Theology / Systematic
    Umfang: 1 Online-Ressource (x, 265 Seiten)
  13. Wordplay and the discourse of video games
    analyzing words, design, and play
    Erschienen: 2012
    Verlag:  Routledge, New York

    pt. 1. The context -- pt. 2. The texts -- pt. 3. Using wordplay. mehr

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    pt. 1. The context -- pt. 2. The texts -- pt. 3. Using wordplay.

     

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    Quelle: Staatsbibliothek zu Berlin
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780203124031
    Weitere Identifier:
    RVK Klassifikation: AP 15963
    Schriftenreihe: Routledge studies in new media and cyberculture ; 10
    Schlagworte: Video games; Video games; Vocabulary; Visual literacy
    Weitere Schlagworte: Array; Array; Vocabulary; Visual literacy; SOCIAL SCIENCE / Media Studies; GAMES / Video & Electronic; SOCIAL SCIENCE / Popular Culture
    Umfang: 1 Online-Ressource (x, 220 Seiten)
    Bemerkung(en):

    Formerly CIP Uk. - Includes bibliographical references and index

  14. The playful undead and video games
    critical analyses of zombies and gameplay
    Erschienen: 2020
    Verlag:  Routledge, Taylor & Francis Group, New York, NY ; London

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    Freie Universität Berlin, Universitätsbibliothek
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    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
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    Quelle: Staatsbibliothek zu Berlin; Philologische Bibliothek, FU Berlin
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781351716529
    RVK Klassifikation: AP 15963
    Schriftenreihe: Routledge advances in game studies
    Schlagworte: Massenmedien; Videospiel; Zombie
    Weitere Schlagworte: Video games / Psychological aspects; Video games / Psychological aspects / Case studies; Zombies in popular culture; Zombies in popular culture / Case studies; Zombies in mass media; Zombies in mass media / Case studies; SOCIAL SCIENCE / Media Studies; GAMES / Video & Electronic; SOCIAL SCIENCE / Popular Culture; Electronic books
    Umfang: 1 Online-Ressource (x, 276 Seiten)
  15. Gameplay mode
    war, simulation, and technoculture
    Autor*in: Crogan, Patrick
    Erschienen: 2011
    Verlag:  Univ. of Minnesota Press, Minneapolis, Minn. [u.a.]

    Freie Universität Berlin, Universitätsbibliothek
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    Max-Planck-Institut für Bildungsforschung, Bibliothek und wissenschaftliche Information
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    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
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    Universität Potsdam, Universitätsbibliothek
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    Quelle: Staatsbibliothek zu Berlin; Philologische Bibliothek, FU Berlin
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    ISBN: 9780816653348; 9780816653355
    RVK Klassifikation: AP 15963
    Schriftenreihe: Electronic mediations ; 36
    Schlagworte: Gesellschaft; Computer games; Video games; Computer war games; Computer flight games; GAMES / Video & Electronic; SOCIAL SCIENCE / Popular Culture; Computerspiel; Computersimulation; Krieg
    Umfang: XXVII, 222 S., Ill.
    Bemerkung(en):

    "From flight simulators and first-person shooters to MMPOG and innovative strategy games like 2008's Spore, computer games owe their development to computer simulation and imaging produced by and for the military during the Cold War. To understand their place in contemporary culture, Patrick Crogan argues, we must first understand the military logics that created and continue to inform them. Gameplay Mode situates computer games and gaming within the contemporary technocultural moment, connecting them to developments in the conceptualization of pure war since the Second World War and the evolution of simulation as both a technological achievement and a sociopolitical tool.Crogan begins by locating the origins of computer games in the development of cybernetic weapons systems in the 1940s, the U.S. Air Force's attempt to use computer simulation to protect the country against nuclear attack, and the U.S. military's development of the SIMNET simulated battlefield network in the late 1980s. He then examines specific game modes and genres in detail, from the creation of virtual space in fight simulation games and the co-option of narrative forms in gameplay to the continuities between online gaming sociality and real-world communities and the potential of experimental or artgame projects like September 12th: A Toy World and Painstation, to critique conventional computer games.Drawing on critical theoretical perspectives on computer-based technoculture, Crogan reveals the profound extent to which today's computer games--and the wider culture they increasingly influence--are informed by the technoscientific program they inherited from the military-industrial complex. But, Crogan concludes, games can play with, as well as play out, their underlying logic, offering the potential for computer gaming to anticipate a different, more peaceful and hopeful future"-- Provided by

    Includes bibliographical references and index

  16. Postsecondary play
    the role of games and social media in higher education
    Beteiligt: Tierney, William G. (Hrsg.)
    Erschienen: 2014
    Verlag:  John Hopkins Univ. Press, Baltimore

    Freie Universität Berlin, Universitätsbibliothek
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    Quelle: Staatsbibliothek zu Berlin; Philologische Bibliothek, FU Berlin
    Beteiligt: Tierney, William G. (Hrsg.)
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    ISBN: 9781421413068; 9781421413075; 142141306X
    Schriftenreihe: A Hopkins Series on Education and Technology
    Schlagworte: Gesellschaft; Education, Higher; Education, Higher; Play; Video games; Computer games; Social media; EDUCATION / Higher; GAMES / Video & Electronic; SOCIAL SCIENCE / Media Studies; Social Media; Videospiel; Computerspiel; Hochschulbildung
    Umfang: VI, 336 S., Ill.
  17. Gaming at the edge
    sexuality and gender at the margins of gamer culture
    Autor*in: Shaw, Adrienne
    Erschienen: 2014
    Verlag:  Univ. of Minnesota Press, Minneapolis [u.a.]

    Freie Universität Berlin, Universitätsbibliothek
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    Quelle: Philologische Bibliothek, FU Berlin
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    ISBN: 9780816693153; 9780816693160
    RVK Klassifikation: AP 15963 ; MS 2850 ; MS 3010 ; SU 500
    Schlagworte: Video games / Social aspects; Electronic games / Social aspects; Gender identity; Sex role; Sex; SOCIAL SCIENCE / Media Studies; SOCIAL SCIENCE / Gay Studies; GAMES / Video & Electronic; Gesellschaft; Geschlechterrolle; Geschlechtsidentität; Sexuelle Orientierung; Computerspiel
    Umfang: X, 317 S., Ill.
    Bemerkung(en):

    Includes bibliographical references and index

  18. Shigeru Miyamoto
    Super Mario Bros., Donkey Kong, the Legend of Zelda
    Erschienen: 2015
    Verlag:  Bloomsbury, New York ; London ; Oxford ; New Delhi ; Sydney

    "Steven Spielberg. Vincent Van Gogh. David Bowie. A few examples of superstars in film directing, painting and music for which interest in and study of has yet to decline. Now, as game studies is becoming more of a mainstay in academia, there is a... mehr

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    "Steven Spielberg. Vincent Van Gogh. David Bowie. A few examples of superstars in film directing, painting and music for which interest in and study of has yet to decline. Now, as game studies is becoming more of a mainstay in academia, there is a great need to uncover the masterminds behind the screen. Influential Video Game Designers is the first series to take seriously the role of the game designer, by profiling those who have shaped contemporary video gaming, and providing insights into the practice, history, and artistry of game design. You may never have heard of Shigeru Miyamoto, but his output is sure to stir in you feelings of nostalgia and contentment. Joining Nintendo in the late 1970s, Miyamoto was the creator of lasting game franchises, such as Super Mario Bros., The Legend of Zelda, and Donkey Kong, just to name a few. His being named in Time Magazine's 100 Most Influential People in 2007 also proves his continued relevance in game design, game history and pop culture. Combining critical essays with interviews, bibliographies, and striking visuals, Shigeru Miyamoto launches this exciting new series, in order to provide gamers, industry professionals, and scholars with a history of the games they love and the design teams behind them, focusing on both the processes and products of game design. "--

     

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    Quelle: Staatsbibliothek zu Berlin; Philologische Bibliothek, FU Berlin
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    ISBN: 9781628923889
    RVK Klassifikation: AP 15932
    Schriftenreihe: Influential video game designers
    Schlagworte: GAMES / Video & Electronic; SOCIAL SCIENCE / Media Studies; BIOGRAPHY & AUTOBIOGRAPHY / General; GAMES / Board; Geschichte; Video games; Video games industry; Computer programmers; Spieleentwicklung; The legend of Zelda <Abenteuerspiel>; Super Mario; Computerspielindustrie
    Weitere Schlagworte: Miyamoto, Shigeru (1952-); Miyamoto, Shigeru (1952-)
    Umfang: xii, 184 Seiten, Illustrationen, 22 cm
    Bemerkung(en):

    Hier auch später erschienene, unveränderte Nachdrucke

    Literaturverzeichnis Seite [161]-175

    The father of modern video games -- Spatial narratives : characters in their worlds -- From games to experiences : designing for user freedom and unique expression -- Revolutionizing gameplay : casual games and mature audiences -- In his own words : transcript of Miyamoto's 1999 Game Developer Conference keynote -- A continuing legacy

    Machine generated contents note: -- Introduction -- Chapter 1: "The Father of Modern Video Games" -- Chapter 2: Creating Experiences for Characters: Mario and Legend of Zelda -- Chapter 3: Upending the Tea Table: Long Development Cycles and Game Delays -- Chapter 4: From Arcade Cabinets of Wii Remote -- Chapter 5: In His Own Words -- Chapter 6: Gamography -- References

  19. The art of videogames
    Autor*in: Tavinor, Grant
    Erschienen: 2009
    Verlag:  Wiley-Blackwell, Chichester, West Sussex, United Kingdom

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    Quelle: Philologische Bibliothek, FU Berlin
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781444310184; 9781444310177
    Weitere Identifier:
    RVK Klassifikation: CC 6900 ; CC 8400 ; EI 6828 ; SU 500 ; EC 2410
    Schriftenreihe: New directions in aesthetics ; 10
    Schlagworte: GAMES / Video & Electronic; Philosophie; Videospiel; Ästhetik; Fiktion; Ethik; Gesellschaft; Philosophie; Video games / Philosophy; Video games / Social aspects; Computerspiel; Philosophie; Videospiel; Ästhetik
    Umfang: 1 Online-Ressource (231 Seiten)
  20. Das Verwenden von Kennzeichen verfassungswidriger Organisationen in Computerspielen im Spiegel des § 86a Abs. 1 Nr. 1 StGB und des Jugendmedienschutzes
    Erschienen: [2023]; © 2023
    Verlag:  Duncker & Humblot, Berlin

    Kennzeichen verfassungswidriger Organisationen finden vielfach Eingang in moderne Computerspiele. Die mannigfaltige Implementierung von Symbolen ehemaliger NS-Organisationen gibt Anlass zur Ermittlung der tatbestandlichen Reichweite des § 86a Abs. 1... mehr

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    Kennzeichen verfassungswidriger Organisationen finden vielfach Eingang in moderne Computerspiele. Die mannigfaltige Implementierung von Symbolen ehemaliger NS-Organisationen gibt Anlass zur Ermittlung der tatbestandlichen Reichweite des § 86a Abs. 1 Nr. 1 StGB, vor allem hinsichtlich der Tathandlung und der Sozialadäquanzklausel. Besondere Aufmerksamkeit verdienen zudem die Fragen des Tatorts aufgrund des internetbasierten Vertriebs kennzeichenbeinhaltender Spiele aus dem Ausland nach 3 ff. StGB und der individuellen Schuld von Spieleplattformbetreibern im Falle des Uploads inkriminierter Inhalte unter Berücksichtigung der §§ 7 ff. TMG. Auch jugendmedienschutzrechtliche Aspekte des Mediums werden beantwortet. Der Autor gelangt zu dem Ergebnis, dass sich eine allgemeingültige Beurteilung des Mediums Computerspiel verbietet. Vielmehr ist eine konkrete Gesamtbetrachtung des Spielinhalts erforderlich, sofern der Upload des Inhalts überhaupt deutschem Strafrecht zugänglich ist. "Use of Symbols of Unconstitutional Organisations in Computer Games pursuant to 86a (1) No. 1 of the German Penal Code and the Protection of Minors from Harmful Media": In 1998, the OLG Frankfurt a.M. in its "Wolfenstein Entscheidung" imposed a ban on Nazi symbols in computer games. Current developments, in particular the influence of the Internet on the medium and digital marketing, have revived the question of the criminal liability of Nazi symbols in computer games. In addition to legal questions of criminal law and the application of criminal law, problems of media law and the protection of minors from harmful media in connection with 86a of the German Criminal Code are also examined

     

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    Cover (lizenzpflichtig)
    Quelle: Verbundkataloge
    Beteiligt: Mitsch, Wolfgang (AkademischeR BetreuerIn); Albrecht, Anna Helena (AkademischeR BetreuerIn)
    Sprache: Deutsch
    Medientyp: Dissertation
    Format: Druck
    ISBN: 9783428188345; 3428188349
    Weitere Identifier:
    9783428188345
    RVK Klassifikation: PZ 3700 ; PH 3510
    Schriftenreihe: Schriften zum Strafrecht ; Band 414
    Schlagworte: Computer- und Internetkriminalität; Computer- und Onlinespiele; GAMES / Video & Electronic; LAW / Computer & Internet
    Umfang: 411 Seiten, 6 Illustrationen, 23.3 cm x 15.7 cm, 700 g
    Bemerkung(en):

    Dissertation, Universität Potsdam, 2022/2023

  21. What is your quest?
    from adventure games to interactive books
    Erschienen: 2014
    Verlag:  University of Iowa Press, Iowa City

    "What's Your Quest? examines the future of electronic literature in a world where tablets and e-readers are becoming as common as printed books and where fans everywhere are blurring of the positions of reader and author. The magic of Youtube, the... mehr

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    "What's Your Quest? examines the future of electronic literature in a world where tablets and e-readers are becoming as common as printed books and where fans everywhere are blurring of the positions of reader and author. The magic of Youtube, the iPad, and adventure gaming draws upon a history of convergence in digital storytelling that has evolved alongside computing itself, as new tools and models for interactive narrative and the increased accessibility of those tools have allowed for a broad range of storytellers to build on these emerging models for literary interaction"--... "What Is Your Quest? examines the future of electronic literature in a world where tablets and e-readers are becoming as common as printed books and where fans are blurring the distinction between reader and author. The construction of new ways of storytelling is already underway: it is happening on the edges of the mainstream gaming industry and in the spaces between media, on the foundations set by classic games. Along these margins, convergent storytelling allows for playful reading and reading becomes a strategy of play. One of the earliest models for this new way of telling stories was the adventure game, the kind of game centered on quests in which the characters must overcome obstacles and puzzles. After they fell out of fashion in the 1990s, fans made strenuous efforts to keep them alive and to create new games in the genre. Such activities highlight both the convergence of game and story and the collapsing distinction between reader and author. Continually defying the forces of obsolescence, fans return abandoned games to a playable state and treat stories as ever-evolving narratives. Similarly, players of massive multiplayer games become co-creators of the game experience, building characters and creating social networks that recombine a reading and gaming community. The interactions between storytellers and readers, between programmers and creators, and among fans turned world-builders are essential to the development of innovative ways of telling stories. And at the same time that fan activities foster the convergence of digital gaming and storytelling, new and increasingly accessible tools and models for interactive narrative empower a broadening range of storytellers. It is precisely this interactivity among a range of users surrounding these new platforms that is radically reshaping both e-books and games and those who read and play with them. "--...

     

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    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781609382988; 1609382986
    Schriftenreihe: UPCC book collections on Project MUSE
    Schlagworte: Computerspiel; Abenteuerspiel; Elektronisches Buch; Erzähltheorie; Interaktion; Storytelling; Interactive multimedia; Computer games; Video games; GAMES / Video & Electronic
    Umfang: 1 Online-Ressource
  22. Gaming at the edge
    sexuality and gender at the margins of gamer culture
    Autor*in: Shaw, Adrienne
    Erschienen: 2015
    Verlag:  University of Minnesota Press, Minneapolis

    " Video games have long been seen as the exclusive territory of young, heterosexual white males. In a media landscape dominated by such gamers, players who do not fit this mold, including women, people of color, and LGBT people, are often brutalized... mehr

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    " Video games have long been seen as the exclusive territory of young, heterosexual white males. In a media landscape dominated by such gamers, players who do not fit this mold, including women, people of color, and LGBT people, are often brutalized in forums and in public channels in online play. Discussion of representation of such groups in games has frequently been limited and cursory. In contrast, Gaming at the Edge builds on feminist, queer, and postcolonial theories of identity and draws on qualitative audience research methods to make sense of how representation comes to matter. In Gaming at the Edge, Adrienne Shaw argues that video game players experience race, gender, and sexuality concurrently. She asks: How do players identify with characters? How do they separate identification and interactivity? What is the role of fantasy in representation? What is the importance of understanding market logic? In addressing these questions Shaw reveals how representation comes to matter to participants and offers a perceptive consideration of the high stakes in politics of representation debates. Putting forth a framework for talking about representation, difference, and diversity in an era in which user-generated content, individualized media consumption, and the blurring of producer/consumer roles has lessened the utility of traditional models of media representation analysis, Shaw finds new insight on the edge of media consumption with the invisible, marginalized gamers who are surprising in both their numbers and their influence in mainstream gamer culture. "--...

     

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781452943459; 1452943451
    RVK Klassifikation: AP 15963 ; MS 2850 ; MS 3010 ; SU 500
    Schriftenreihe: UPCC book collections on Project MUSE
    Schlagworte: Computerspiel; Geschlechtsidentität; Geschlechterrolle; Sexuelle Orientierung; Sex; Sex role; Gender identity; Electronic games; Video games; GAMES / Video & Electronic; SOCIAL SCIENCE / Gay Studies; SOCIAL SCIENCE / Media Studies
    Umfang: 1 Online-Ressource
  23. Gaming disability
    disability perspectives on contemporary video games
    Beteiligt: Ellis, Katie (Hrsg.); Leaver, Tama (Hrsg.); Kent, Mike (Hrsg.)
    Erschienen: 2023
    Verlag:  Routledge, Abingdon, Oxon ; New York, NY

    Universitätsbibliothek Passau
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    Beteiligt: Ellis, Katie (Hrsg.); Leaver, Tama (Hrsg.); Kent, Mike (Hrsg.)
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780367357153; 9781000830040; 9781000829921
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    RVK Klassifikation: AP 15963
    Schriftenreihe: Routledge research in disability and media studies
    Schlagworte: Behinderung <Motiv>; Behinderter Mensch; Computerspiel
    Weitere Schlagworte: People with disabilities; Electronic games; Digital media; GAMES / Video & Electronic; SOCIAL SCIENCE / Handicapped; SOCIAL SCIENCE / Popular Culture
    Umfang: 1 Online-Ressource (xvii, 256 Seiten)
  24. Playback
    a genealogy of 1980s British videogames
    Autor*in: Wade, Alex
    Erschienen: 2016
    Verlag:  Bloomsbury Academic, New York ; Bloomsbury Publishing, London

    "Locates, explains, and analyses the origins of the British gaming industry, examining the production and consumption of games in an historical, social, and economic context."-- Machine generated contents note: -- Introduction -- Chapter 1. Back to... mehr

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    "Locates, explains, and analyses the origins of the British gaming industry, examining the production and consumption of games in an historical, social, and economic context."-- Machine generated contents note: -- Introduction -- Chapter 1. Back to the Future? The Habitus of the 1980s -- Chapter 2. Developing the Future: Bedroom coding and development -- Chapter 3. Subterranean Subculture: Arcade Gaming -- Chapter 4. Format Wars -- Conclusion

     

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    Quelle: Staatsbibliothek zu Berlin
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781501322433; 9781628924862; 9781628924886
    Weitere Identifier:
    Schlagworte: Video games; Video games; Video games; Video games; GAMES / Video & Electronic; SOCIAL SCIENCE / Anthropology / Cultural; SOCIAL SCIENCE / Media Studies; Video games; Video games
    Umfang: 1 Online-Ressource (x, 168 pages)
    Bemerkung(en):

    Includes bibliographical references and index

  25. Video games
    an introduction to the industry
    Autor*in: Bossom, Andy
    Erschienen: c 2016
    Verlag:  Fairchild Books, London

    "Video Games offers a highly visual, example-led introduction to the video game industry, its context and practitioners. Filled with full-color, illustrated interviews and case studies, Bossom and Dunning give insights into the creative processes... mehr

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    Otto-von-Guericke-Universität, Universitätsbibliothek
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    "Video Games offers a highly visual, example-led introduction to the video game industry, its context and practitioners. Filled with full-color, illustrated interviews and case studies, Bossom and Dunning give insights into the creative processes involved in making games, the global business behind the big budget productions, console and online markets, as well as web and app gaming and the (re)emergence of the indie game scene. Video Games is supported by web-based resources, exemplar work and extended interviews. Finally, both in print and online, the authors have selected links to relevant content, such as TED talks, studio addresses and other websites/blogs to help place the book in the wider games' industry community.Interviewees include: Ian Livingstone, OBE Dylan Beale, Chief Production Officer, Born Ready Games Alex Williams, Head of Games, Miniclip Anna Marsh - Project Manager/ Game Designer Lady Shotgun Aram Bartholl, Digital Artist Peter Molyneux, Founder 22 Cans David Bowman, 3D Artist, Blue Zoo"-- "The Game Business offers a highly visual, example-led introduction to the videogame industry, its context and practitioners. Filled with full-colour, illustrated interviews and case studies, Bossom and Dunning give insights into the creative processes involved in making games, the global business behind the big budget productions, console and online markets, as well as web and app gaming and the (re)emergence of the indie game scene. The Game Business is a visually engaging, easy to navigate resource providing discussion points, practical exercises and inspiring examples. It takes an enthusiastic and critical approach to the subject matter supported by insight from professionals working within and across various game industry formats, leaving the reader primed for their first steps in the industry. The breadth of topics covered in this book will stand out from other game industry titles for its inclusiveness; giving a truly unique overview of what has become a diverse business. With an eye on the changing nature of publishing The Game Business is supported by web-based resources, providing walk-through tutorials, additional exercises, interactive examples, exemplar work and extended interviews. Finally, both in print and online, the authors have selected links to relevant content, such as TED talks, studio addresses and other websites/blogs to help place the book in the wider games' industry community"--

     

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    Format: Druck
    ISBN: 9781472567116
    RVK Klassifikation: AP 15963 ; SU 500 ; ST 324
    Schriftenreihe: Creative careers
    Schlagworte: Computerspiel; Softwareindustrie; Welt; Video games industry; Video games industry; GAMES / Video & Electronic; COMPUTERS / Programming / Games
    Umfang: 208 S., Ill.
    Bemerkung(en):

    Includes bibliographical references (p. 202 - 203) and index