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  1. Cultural code
    video games and Latin America
    Erschienen: [2016]; © 2016
    Verlag:  The MIT Press, Cambridge, Massachusetts ; London, England

    Bayerische Staatsbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    ISBN: 9780262034050
    RVK Klassifikation: LB 61615 ; LC 13615
    Schlagworte: Video games / Social aspects / Latin America; Video gamers / Latin America; Video gamers; Video games / Social aspects; Gesellschaft; Videospiel; Kulturgut; Aktualität; Computerspiel
    Umfang: IX, 333 Seiten, Illustrationen
    Bemerkung(en):

    Includes bibliographical references and index

  2. Cultural code
    video games and Latin America
    Erschienen: [2016]; © 2016
    Verlag:  The MIT Press, Cambridge, Massachusetts ; London, England

    Universitätsbibliothek Regensburg
    uneingeschränkte Fernleihe, Kopie und Ausleihe
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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780262334914
    RVK Klassifikation: LB 61615 ; LC 13615
    Schlagworte: Video games / Social aspects / Latin America; Video gamers / Latin America; Video gamers; Video games / Social aspects; Gesellschaft; Computerspiel; Kulturgut; Videospiel; Aktualität
    Umfang: 1 Online-Ressource (IX, 333 Seiten), Illustrationen
    Bemerkung(en):

    Includes bibliographical references and index

  3. Cultural code
    video games and Latin America
    Erschienen: [2016]
    Verlag:  The MIT Press, Cambridge, Massachusetts ; London, England

    Universitätsbibliothek Dortmund
    keine Fernleihe
    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780262334914
    RVK Klassifikation: LB 61615 ; LC 13615
    Schlagworte: Video games / Social aspects / Latin America; Video gamers / Latin America; Video gamers; Video games / Social aspects; Gesellschaft
    Umfang: 1 Online-Ressource (IX, 333 Seiten)
    Bemerkung(en):

    Includes bibliographical references and index

  4. Cultural code
    video games and Latin America
    Erschienen: [2016]; © 2016
    Verlag:  The MIT Press, Cambridge, Massachusetts ; London, England

    Humboldt-Universität zu Berlin, Universitätsbibliothek, Jacob-und-Wilhelm-Grimm-Zentrum
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Ibero-Amerikanisches Institut Preußischer Kulturbesitz, Bibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Hinweise zum Inhalt
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    ISBN: 9780262034050
    RVK Klassifikation: LB 61615 ; LC 13615
    Schlagworte: Video games / Social aspects / Latin America; Video gamers / Latin America; Video gamers; Video games / Social aspects; Gesellschaft; Videospiel; Kulturgut; Aktualität; Computerspiel
    Umfang: IX, 333 Seiten, Illustrationen
    Bemerkung(en):

    Includes bibliographical references and index

  5. Cultural code
    video games and Latin America
    Erschienen: 2016
    Verlag:  The MIT Press, Cambridge, MA

    How culture uses games and how games use culture: an examination of Latin America's gaming practices and the representation of the region's cultures in games Contents -- Acknowledgments -- Introduction -- I How Culture Uses Games -- 1 Play -- 2... mehr

    Universität Konstanz, Kommunikations-, Informations-, Medienzentrum (KIM)
    keine Fernleihe

     

    How culture uses games and how games use culture: an examination of Latin America's gaming practices and the representation of the region's cultures in games Contents -- Acknowledgments -- Introduction -- I How Culture Uses Games -- 1 Play -- 2 Persuasion -- 3 Potential -- II How Games Use Culture -- 4 Semiotics -- 5 Space -- 6 Simulation -- Afterword -- Notes -- References -- Index

     

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    Volltext (lizenzpflichtig)
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780262334914
    RVK Klassifikation: LB 61615 ; AP 19850 ; LC 13615
    Schlagworte: Video gamers; Video games; Video games ; Social aspects ; Latin America; Video gamers ; Latin America; Electronic books
    Umfang: 1 Online-Ressource (X, 333 Seiten)
    Bemerkung(en):

    Includes bibliographical references and index

  6. Assassination generation
    video games, aggression, and the psychology of killing
    Erschienen: Novemer 2016; ©2016
    Verlag:  Little, Brown and Company, New York

    The author of the landmark work On Killing reveals how violent video games have ushered in a new era of mass homicide--and what we must do about it. Paducah, Kentucky, 1997: a 14-year-old boy shoots eight students in a prayer circle at his school.... mehr

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Potsdamer Straße
    1 A 991566
    uneingeschränkte Fernleihe, Kopie und Ausleihe

     

    The author of the landmark work On Killing reveals how violent video games have ushered in a new era of mass homicide--and what we must do about it. Paducah, Kentucky, 1997: a 14-year-old boy shoots eight students in a prayer circle at his school. Littleton, Colorado, 1999: two high school seniors kill a teacher, twelve other students, and then themselves. Utoya, Norway, 2011: a political extremist shoots and kills sixty-nine participants in a youth summer camp. Newtown, Connecticut, 2012: a troubled 20-year-old man kills 20 children and six adults at the elementary school he once attended. What links these and other horrific acts of mass murder? A young person's obsession with video games that teach how to kill. Lt. Col. Dave Grossman, who in his perennial bestseller On Killing revealed that most of us are not "natural born killers"--and who has spent decades training soldiers, police, and others who keep us secure to overcome the intrinsic human resistance to harming others and to use firearms responsibly when necessary--turns a laser focus on the threat posed to our society by violent video games. Drawing on crime statistics, cutting-edge social research, and scientific studies of the teenage brain, Col. Grossman shows how video games that depict antisocial, misanthropic, and casually savage behavior can warp the mind--with potentially deadly results. This book will kickstart a new national conversation about video games and the epidemic of mass murders that they have unleashed.--Adapted from dust jacket Introduction -- It's worse than it looks : the case against the media -- Guns, drugs, and denial : common excuses for the virus of violence -- The human brain on violence : how violent video games warp the mind -- The gangbanger's trainer : how video games train kids to kill -- Fiction or reality? : true crimes and the games that may be linked to them -- Failed attempts at change -- Calling on community -- The solution -- What you can do today -- Conclusion -- Appendix -- Coauthor's note / Kristine Paulsen -- Editor's note / Katie Miserany -- Notes -- Index

     

    Export in Literaturverwaltung   RIS-Format
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    Quelle: Staatsbibliothek zu Berlin
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    Format: Druck
    ISBN: 9780316265935; 0316265934
    Auflage/Ausgabe: First edition
    Schlagworte: Violence in video games; Children and violence; Mass media and children; Television and children; Violence on television; Murder; Child psychology; Violence in mass media; Video games; Video games; Computer games; Computer games; Video games and children; Video games and teenagers; Video gamers
    Umfang: 264 pages, 22 cm
    Bemerkung(en):

    Includes bibliographical references (pages 233-251) and index

  7. Cultural code
    video games and Latin America
    Erschienen: [2016]
    Verlag:  The MIT Press, Cambridge, Massachusetts

    Ibero-Amerikanisches Institut Preußischer Kulturbesitz, Bibliothek
    A 17 / 17217
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Staats- und Universitätsbibliothek Hamburg Carl von Ossietzky
    Linga A/912574
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Universitätsbibliothek Leipzig
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Hinweise zum Inhalt
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    Format: Druck
    ISBN: 9780262034050
    RVK Klassifikation: LB 61615 ; LC 13615 ; AP 19850
    Schlagworte: Video games; Video gamers
    Umfang: IX, 333 Seiten, Illustrationen, 24 cm
    Bemerkung(en):

    Includes bibliographical references and index

  8. Assassination generation
    video games, aggression, and the psychology of killing
    Erschienen: Novemer 2016; ©2016
    Verlag:  Little, Brown and Company, New York

    The author of the landmark work On Killing reveals how violent video games have ushered in a new era of mass homicide--and what we must do about it. Paducah, Kentucky, 1997: a 14-year-old boy shoots eight students in a prayer circle at his school.... mehr

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
    uneingeschränkte Fernleihe, Kopie und Ausleihe

     

    The author of the landmark work On Killing reveals how violent video games have ushered in a new era of mass homicide--and what we must do about it. Paducah, Kentucky, 1997: a 14-year-old boy shoots eight students in a prayer circle at his school. Littleton, Colorado, 1999: two high school seniors kill a teacher, twelve other students, and then themselves. Utoya, Norway, 2011: a political extremist shoots and kills sixty-nine participants in a youth summer camp. Newtown, Connecticut, 2012: a troubled 20-year-old man kills 20 children and six adults at the elementary school he once attended. What links these and other horrific acts of mass murder? A young person's obsession with video games that teach how to kill. Lt. Col. Dave Grossman, who in his perennial bestseller On Killing revealed that most of us are not "natural born killers"--and who has spent decades training soldiers, police, and others who keep us secure to overcome the intrinsic human resistance to harming others and to use firearms responsibly when necessary--turns a laser focus on the threat posed to our society by violent video games. Drawing on crime statistics, cutting-edge social research, and scientific studies of the teenage brain, Col. Grossman shows how video games that depict antisocial, misanthropic, and casually savage behavior can warp the mind--with potentially deadly results. This book will kickstart a new national conversation about video games and the epidemic of mass murders that they have unleashed.--Adapted from dust jacket Introduction -- It's worse than it looks : the case against the media -- Guns, drugs, and denial : common excuses for the virus of violence -- The human brain on violence : how violent video games warp the mind -- The gangbanger's trainer : how video games train kids to kill -- Fiction or reality? : true crimes and the games that may be linked to them -- Failed attempts at change -- Calling on community -- The solution -- What you can do today -- Conclusion -- Appendix -- Coauthor's note / Kristine Paulsen -- Editor's note / Katie Miserany -- Notes -- Index

     

    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Quelle: Staatsbibliothek zu Berlin
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    Format: Druck
    ISBN: 9780316265935; 0316265934
    Auflage/Ausgabe: First edition
    Schlagworte: Violence in video games; Children and violence; Mass media and children; Television and children; Violence on television; Murder; Child psychology; Violence in mass media; Video games; Video games; Computer games; Computer games; Video games and children; Video games and teenagers; Video gamers
    Umfang: 264 pages, 22 cm
    Bemerkung(en):

    Includes bibliographical references (pages 233-251) and index