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  1. Mixed Reality and Games
    Theoretical and Practical Approaches in Game Studies and Education
    Contributor: Bektic, Emir (Herausgeber); Bruns, Daniela (Herausgeber); Gabriel, Sonja (Herausgeber); Kelle, Florian (Herausgeber); Pölsterl, Gerhard (Herausgeber); Schniz, Felix (Herausgeber)
    Published: 2020
    Publisher:  transcript Verlag, Bielefeld ; UTB GmbH, Stuttgart

    Videogames allow us to immerse ourselves in worlds that are reflective of cultural phenomena. At the same time, games are in the process of occupying and utilising the real world as a part of the game. The book provides a combination of theoretical... more

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    Videogames allow us to immerse ourselves in worlds that are reflective of cultural phenomena. At the same time, games are in the process of occupying and utilising the real world as a part of the game. The book provides a combination of theoretical and practical approaches to mixed reality through the lenses of game studies and pedagogy. These novel approaches invite the reader to rethink their conceptions of games and mixed reality. They are complemented with classical analyses of games and applications in educational contexts. In uniting theory and hands-on approaches, the book provides a broad spectrum that facilitates and inspires interdisciplinary thinking and work.

     

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    Source: Union catalogues
    Contributor: Bektic, Emir (Herausgeber); Bruns, Daniela (Herausgeber); Gabriel, Sonja (Herausgeber); Kelle, Florian (Herausgeber); Pölsterl, Gerhard (Herausgeber); Schniz, Felix (Herausgeber)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783839453292
    DDC Categories: 740; 300; 793
    Edition: 1st ed.
    Series: Edition Medienwissenschaft ; 80
    Subjects: Mixed Reality; Computerspiel; Ästhetik; Mediendesign; Media; Education; Games; Mixed Reality; Aesthetics; Computer Games; Digital Media; Media Theory; Media Education; Media Studies;
    Scope: 1 Online-Ressource (296 p.)
  2. Mixed reality and games
    theoretical and practical approaches in game studies and education
    Contributor: Bektic, Emir (HerausgeberIn); Bruns, Daniela (HerausgeberIn); Gabriel, Sonja (HerausgeberIn); Kelle, Florian (HerausgeberIn); Pölsterl, Gerhard (HerausgeberIn); Schniz, Felix (HerausgeberIn)
    Published: 2020
    Publisher:  transcript Verlag, Bielefeld

    Videogames allow us to immerse ourselves in worlds that are reflective of cultural phenomena. At the same time, games are in the process of occupying and utilising the real world as a part of the game. The book provides a combination of theoretical... more

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    Universität Potsdam, Universitätsbibliothek
    Unlimited inter-library loan, copies and loan

     

    Videogames allow us to immerse ourselves in worlds that are reflective of cultural phenomena. At the same time, games are in the process of occupying and utilising the real world as a part of the game. The book provides a combination of theoretical and practical approaches to mixed reality through the lenses of game studies and pedagogy. These novel approaches invite the reader to rethink their conceptions of games and mixed reality. They are complemented with classical analyses of games and applications in educational contexts. In uniting theory and hands-on approaches, the book provides a broad spectrum that facilitates and inspires interdisciplinary thinking and work.

     

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    Content information
    Source: Union catalogues
    Contributor: Bektic, Emir (HerausgeberIn); Bruns, Daniela (HerausgeberIn); Gabriel, Sonja (HerausgeberIn); Kelle, Florian (HerausgeberIn); Pölsterl, Gerhard (HerausgeberIn); Schniz, Felix (HerausgeberIn)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783839453292
    RVK Categories: AP 99500 ; AP 15963
    Edition: 1st ed.
    Series: Edition Medienwissenschaft ; 80
    Subjects: Media; Education; Games; Mixed Reality; Aesthetics; Computer Games; Digital Media; Media Theory; Media Education; Media Studies;
    Scope: 1 Online-Ressource (292 Seiten), 10 SW-Abbildungen
    Notes:

    Online resource; title from title screen (viewed May 11, 2021)

  3. Mixed Reality and Games
    Theoretical and Practical Approaches in Game Studies and Education
    Contributor: Bektic, Emir (Herausgeber); Bruns, Daniela (Herausgeber); Gabriel, Sonja (Herausgeber); Kelle, Florian (Herausgeber); Pölsterl, Gerhard (Herausgeber)
    Published: [2020]; ©2020
    Publisher:  transcript-Verlag, Bielefeld

    Video games allow us to immerse ourselves in worlds that are reflective of cultural phenomena. At the same time, games are in a process of occupying and utilising the real world as a part of the game. The book provides a combination of theoretical... more

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    Video games allow us to immerse ourselves in worlds that are reflective of cultural phenomena. At the same time, games are in a process of occupying and utilising the real world as a part of the game. The book provides a combination of theoretical and practical approaches to mixed reality through the lenses of game studies and pedagogy. These novel approaches invite the reader to rethink their conceptions of games and mixed reality. They are complemented with classical analyses of games and applications in educational contexts. In uniting theory and hands-on approaches, the book provides a broad spectrum that facilitates and inspires interdisciplinary thinking and work

     

    Export to reference management software   RIS file
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    Content information
    Source: Union catalogues
    Contributor: Bektic, Emir (Herausgeber); Bruns, Daniela (Herausgeber); Gabriel, Sonja (Herausgeber); Kelle, Florian (Herausgeber); Pölsterl, Gerhard (Herausgeber)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783839453292
    Other identifier:
    Series: Edition Medienwissenschaft ; 80
    Subjects: Aesthetics; Computer Games; Digital Media; Education; Games; Media Education; Media Studies; Media Theory; Mixed Reality; SOCIAL SCIENCE / Media Studies
    Scope: 1 online resource (296 p.)
  4. Mixed reality and games
    theoretical and practical approaches in game studies and education
    Contributor: Bektic, Emir (Publisher); Bruns, Daniela (Publisher); Gabriel, Sonja (Publisher); Kelle, Florian (Publisher); Pölsterl, Gerhard (Publisher); Schniz, Felix (Publisher)
    Published: [2020]; © 2020
    Publisher:  transcript, Bielefeld

    Video games allow us to immerse ourselves in worlds that are reflective of cultural phenomena. At the same time, games are in a process of occupying and utilising the real world as a part of the game. The book provides a combination of theoretical... more

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
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    Video games allow us to immerse ourselves in worlds that are reflective of cultural phenomena. At the same time, games are in a process of occupying and utilising the real world as a part of the game. The book provides a combination of theoretical and practical approaches to mixed reality through the lenses of game studies and pedagogy. These novel approaches invite the reader to rethink their conceptions of games and mixed reality. They are complemented with classical analyses of games and applications in educational contexts. In uniting theory and hands-on approaches, the book provides a broad spectrum that facilitates and inspires interdisciplinary thinking and work

     

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    Volltext (URL des Erstveröffentlichers)
    Source: Union catalogues
    Contributor: Bektic, Emir (Publisher); Bruns, Daniela (Publisher); Gabriel, Sonja (Publisher); Kelle, Florian (Publisher); Pölsterl, Gerhard (Publisher); Schniz, Felix (Publisher)
    Language: English
    Media type: Conference proceedings
    Format: Online
    ISBN: 9783839453292
    Other identifier:
    RVK Categories: AP 15963 ; DW 4400
    Corporations / Congresses: Vienna Games Conference, 13. (2019, Wien)
    Series: Media studies ; volume 80
    Subjects: Aesthetics; Computer Games; Digital Media; Education; Games; Media Education; Media Studies; Media Theory; Mixed Reality; SOCIAL SCIENCE / Media Studies; Mediendesign; Computerspiel; Ästhetik; Mixed Reality
    Scope: 1 Online-Ressource (292 Seiten), Illustrationen, Diagramme
    Notes:

    Introduction: "It is largely based on contributions at the 13th FROG - Future and Reality of Gaming conference which took part between 18th and 20th October 2019 under the subheading of mixed reality.", Seite 25

  5. Mixed reality and games
    theoretical and practical approaches in game studies and education
    Contributor: Bektic, Emir (Publisher); Bruns, Daniela (Publisher); Gabriel, Sonja (Publisher); Kelle, Florian (Publisher); Pölsterl, Gerhard (Publisher); Schniz, Felix (Publisher)
    Published: [2020]; © 2020
    Publisher:  transcript, Bielefeld

    Video games allow us to immerse ourselves in worlds that are reflective of cultural phenomena. At the same time, games are in a process of occupying and utilising the real world as a part of the game. The book provides a combination of theoretical... more

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    Alice Salomon Hochschule Berlin, Bibliothek
    Unlimited inter-library loan, copies and loan
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    Unlimited inter-library loan, copies and loan

     

    Video games allow us to immerse ourselves in worlds that are reflective of cultural phenomena. At the same time, games are in a process of occupying and utilising the real world as a part of the game. The book provides a combination of theoretical and practical approaches to mixed reality through the lenses of game studies and pedagogy. These novel approaches invite the reader to rethink their conceptions of games and mixed reality. They are complemented with classical analyses of games and applications in educational contexts. In uniting theory and hands-on approaches, the book provides a broad spectrum that facilitates and inspires interdisciplinary thinking and work

     

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    Content information
    Volltext (URL des Erstveröffentlichers)
    Source: Philologische Bibliothek, FU Berlin
    Contributor: Bektic, Emir (Publisher); Bruns, Daniela (Publisher); Gabriel, Sonja (Publisher); Kelle, Florian (Publisher); Pölsterl, Gerhard (Publisher); Schniz, Felix (Publisher)
    Language: English
    Media type: Conference proceedings
    Format: Online
    ISBN: 9783839453292
    Other identifier:
    RVK Categories: AP 15963 ; DW 4400
    Corporations / Congresses: Vienna Games Conference, 13. (2019, Wien)
    Series: Media studies ; volume 80
    Subjects: Aesthetics; Computer Games; Digital Media; Education; Games; Media Education; Media Studies; Media Theory; Mixed Reality; SOCIAL SCIENCE / Media Studies; Mediendesign; Computerspiel; Ästhetik; Mixed Reality
    Scope: 1 Online-Ressource (292 Seiten), Illustrationen, Diagramme
    Notes:

    Introduction: "It is largely based on contributions at the 13th FROG - Future and Reality of Gaming conference which took part between 18th and 20th October 2019 under the subheading of mixed reality.", Seite 25

  6. Mixed Reality and Games
    Theoretical and Practical Approaches in Game Studies and Education
    Contributor: Bektic, Emir (Herausgeber); Bruns, Daniela (Herausgeber); Gabriel, Sonja (Herausgeber); Kelle, Florian (Herausgeber); Pölsterl, Gerhard (Herausgeber); Schniz, Felix (Herausgeber)
    Published: 2020
    Publisher:  transcript Verlag, Bielefeld

    Export to reference management software   RIS file
      BibTeX file
    Source: Union catalogues
    Contributor: Bektic, Emir (Herausgeber); Bruns, Daniela (Herausgeber); Gabriel, Sonja (Herausgeber); Kelle, Florian (Herausgeber); Pölsterl, Gerhard (Herausgeber); Schniz, Felix (Herausgeber)
    Language: English
    Media type: Conference proceedings
    Format: Online
    ISBN: 9783839453292
    Other identifier:
    Corporations / Congresses: FROG, 13. (2019, Wien)
    Series: Edition Medienwissenschaft ; 80
    Subjects: Mixed Reality; Computerspiel; Ästhetik; Mediendesign
    Other subjects: (Produktform)Electronic book text; (Zielgruppe)Fachpublikum/ Wissenschaft; Education; Games; Mixed Reality; Aesthetics; Computer Games; Digital Media; Media Theory; Media Education; Media Studies; (VLB-WN)9744; Media; (DDC Deutsch 22)300; (BISAC Subject Heading)SOC052000; (BIC subject category)JFD
    Scope: Online-Ressource, 296 Seiten, Klebebindung, 10 SW-Abbildungen
  7. Mixed Reality and Games
    Theoretical and Practical Approaches in Game Studies and Education
    Contributor: Bektic, Emir (Herausgeber); Bruns, Daniela (Herausgeber); Gabriel, Sonja (Herausgeber); Kelle, Florian (Herausgeber); Pölsterl, Gerhard (Herausgeber)
    Published: [2020]; ©2020
    Publisher:  transcript-Verlag, Bielefeld

    Video games allow us to immerse ourselves in worlds that are reflective of cultural phenomena. At the same time, games are in a process of occupying and utilising the real world as a part of the game. The book provides a combination of theoretical... more

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    Video games allow us to immerse ourselves in worlds that are reflective of cultural phenomena. At the same time, games are in a process of occupying and utilising the real world as a part of the game. The book provides a combination of theoretical and practical approaches to mixed reality through the lenses of game studies and pedagogy. These novel approaches invite the reader to rethink their conceptions of games and mixed reality. They are complemented with classical analyses of games and applications in educational contexts. In uniting theory and hands-on approaches, the book provides a broad spectrum that facilitates and inspires interdisciplinary thinking and work

     

    Export to reference management software   RIS file
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    Content information
    Source: Union catalogues
    Contributor: Bektic, Emir (Herausgeber); Bruns, Daniela (Herausgeber); Gabriel, Sonja (Herausgeber); Kelle, Florian (Herausgeber); Pölsterl, Gerhard (Herausgeber)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783839453292
    Other identifier:
    Series: Edition Medienwissenschaft ; 80
    Subjects: Mixed Reality; Computerspiel; Mediendesign; Ästhetik
    Other subjects: Aesthetics; Computer Games; Digital Media; Education; Games; Media Education; Media Studies; Media Theory; Mixed Reality; SOCIAL SCIENCE / Media Studies
    Scope: 1 online resource (296 p.)
  8. Mixed reality and games
    theoretical and practical approaches in game studies and education
    Contributor: Bektic, Emir (HerausgeberIn); Bruns, Daniela (HerausgeberIn); Gabriel, Sonja (HerausgeberIn); Kelle, Florian (HerausgeberIn); Pölsterl, Gerhard (HerausgeberIn); Schniz, Felix (HerausgeberIn)
    Published: [2020]
    Publisher:  transcript, Bielefeld

    Frontmatter -- Contents -- Preface -- Federal Ministry of Labour, Family and Youth -- University of Klagenfurt -- KPH Vienna/Krems -- Mixed Reality / Contributions to the 13th Future and Reality of Gaming Conference 2019 in Vienna -- Introduction to... more

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    Frontmatter -- Contents -- Preface -- Federal Ministry of Labour, Family and Youth -- University of Klagenfurt -- KPH Vienna/Krems -- Mixed Reality / Contributions to the 13th Future and Reality of Gaming Conference 2019 in Vienna -- Introduction to Mixed Reality and Games -- Mixed Reality / Design & Aesthetics -- An Introduction to Design & Aesthetics -- Warning: Not Suitable for Robots -- Game Engineering for Hybrid Board Games -- Creating Digital Gamebooks with Twine -- Strategy Games as Neoliberal Historiography -- The Flaneur in a Masticator -- Cortana: A Digital Personal Assistant between Space Opera and Speech Recognition -- Is This the Real Life? Is This just Fantasy? -- Mixed Reality / Society & Culture -- An Introduction to Society & Culture -- Players Unite Legally -- "As You Command" -- Gender Portrayals in Videogames -- Periphery: The Departure from Avatar-Sexual Characters in BioWare's Dragon Age: Inquisition -- When the Future Becomes the Present -- The Case of Pokémon GO or How an AR-Game Influences Our Lives -- Mixed Reality / Theory -- An Introduction to Theory -- Save Gamer -- Gotta Go Fast -- Mixed Reality Is Already There! -- Settlement of Digital Land -- Archaeology and Videogames -- An Introduction to Gambling in the Context of Game Studies Video games allow us to immerse ourselves in worlds that are reflective of cultural phenomena. At the same time, games are in a process of occupying and utilising the real world as a part of the game. The book provides a combination of theoretical and practical approaches to mixed reality through the lenses of game studies and pedagogy. These novel approaches invite the reader to rethink their conceptions of games and mixed reality. They are complemented with classical analyses of games and applications in educational contexts. In uniting theory and hands-on approaches, the book provides a broad spectrum that facilitates and inspires interdisciplinary thinking and work

     

    Export to reference management software   RIS file
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    Content information
    Source: Union catalogues
    Contributor: Bektic, Emir (HerausgeberIn); Bruns, Daniela (HerausgeberIn); Gabriel, Sonja (HerausgeberIn); Kelle, Florian (HerausgeberIn); Pölsterl, Gerhard (HerausgeberIn); Schniz, Felix (HerausgeberIn)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783839453292
    Other identifier:
    RVK Categories: AP 99500 ; AP 15963
    Series: Edition Medienwissenschaft ; Volume 80
    Subjects: Educational games; Mixed reality; SOCIAL SCIENCE / Media Studies
    Other subjects: Aesthetics; Computer Games; Digital Media; Education; Games; Media Education; Media Studies; Media Theory; Mixed Reality
    Scope: 1 Online-Ressource (296 Seiten), Illustrationen, Diagramme
  9. Mixed reality and games
    theoretical and practical approaches in game studies and education
    Contributor: Bektic, Emir (HerausgeberIn); Bruns, Daniela (HerausgeberIn); Gabriel, Sonja (HerausgeberIn); Kelle, Florian (HerausgeberIn); Pölsterl, Gerhard (HerausgeberIn); Schniz, Felix (HerausgeberIn)
    Published: 2020
    Publisher:  transcript Verlag, Bielefeld

    Videogames allow us to immerse ourselves in worlds that are reflective of cultural phenomena. At the same time, games are in the process of occupying and utilising the real world as a part of the game. The book provides a combination of theoretical... more

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    Videogames allow us to immerse ourselves in worlds that are reflective of cultural phenomena. At the same time, games are in the process of occupying and utilising the real world as a part of the game. The book provides a combination of theoretical and practical approaches to mixed reality through the lenses of game studies and pedagogy. These novel approaches invite the reader to rethink their conceptions of games and mixed reality. They are complemented with classical analyses of games and applications in educational contexts. In uniting theory and hands-on approaches, the book provides a broad spectrum that facilitates and inspires interdisciplinary thinking and work.

     

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    Content information
    Source: Union catalogues
    Contributor: Bektic, Emir (HerausgeberIn); Bruns, Daniela (HerausgeberIn); Gabriel, Sonja (HerausgeberIn); Kelle, Florian (HerausgeberIn); Pölsterl, Gerhard (HerausgeberIn); Schniz, Felix (HerausgeberIn)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783839453292
    Other identifier:
    9783839453292
    RVK Categories: AP 99500 ; AP 15963
    Edition: 1st ed.
    Series: Edition Medienwissenschaft ; 80
    Subjects: Media; Education; Games; Mixed Reality; Aesthetics; Computer Games; Digital Media; Media Theory; Media Education; Media Studies;
    Scope: 1 Online-Ressource (292 Seiten), 10 SW-Abbildungen
    Notes:

    Online resource; title from title screen (viewed May 11, 2021)

  10. Mixed reality and games
    theoretical and practical approaches in game studies and education
    Contributor: Bektic, Emir (HerausgeberIn); Bruns, Daniela (HerausgeberIn); Gabriel, Sonja (HerausgeberIn); Kelle, Florian (HerausgeberIn); Pölsterl, Gerhard (HerausgeberIn); Schniz, Felix (HerausgeberIn)
    Published: 2020; ©2020
    Publisher:  Transcipt Verlag, Bielefeld

    Cover -- Contents -- Preface -- Federal Ministry of Labour, Family and Youth -- University of Klagenfurt -- KPH Vienna/Krems -- Mixed Reality | Contributions to the 13th Future and Reality of Gaming Conference 2019 in Vienna -- Introduction to Mixed... more

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    Cover -- Contents -- Preface -- Federal Ministry of Labour, Family and Youth -- University of Klagenfurt -- KPH Vienna/Krems -- Mixed Reality | Contributions to the 13th Future and Reality of Gaming Conference 2019 in Vienna -- Introduction to Mixed Reality and Games -- Mixed Reality | Design &amp -- Aesthetics -- An Introduction to Design &amp -- Aesthetics -- Warning: Not Suitable for Robots -- Game Engineering for Hybrid Board Games -- Creating Digital Gamebooks with Twine -- Strategy Games as Neoliberal Historiography -- The Flaneur in a Masticator -- Cortana: A Digital Personal Assistant between Space Opera and Speech Recognition -- Is This the Real Life? Is This just Fantasy? -- Mixed Reality | Society &amp -- Culture -- An Introduction to Society &amp -- Culture -- Players Unite Legally -- "As You Command" -- Gender Portrayals in Videogames -- Periphery: The Departure from Avatar-Sexual Characters in BioWare's Dragon Age: Inquisition -- When the Future Becomes the Present -- The Case of Pokémon GO or How an AR-Game Influences Our Lives -- Mixed Reality | Theory -- An Introduction to Theory -- Save Gamer -- Gotta Go Fast -- Mixed Reality Is Already There! -- Settlement of Digital Land -- Archaeology and Videogames -- An Introduction to Gambling in the Context of Game Studies.

     

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    Content information
    Source: Union catalogues
    Contributor: Bektic, Emir (HerausgeberIn); Bruns, Daniela (HerausgeberIn); Gabriel, Sonja (HerausgeberIn); Kelle, Florian (HerausgeberIn); Pölsterl, Gerhard (HerausgeberIn); Schniz, Felix (HerausgeberIn)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783839453292
    RVK Categories: AP 99500 ; AP 15963
    Edition: 1st ed.
    Series: Edition Medienwissenschaft ; v.80
    Subjects: Education; Education; Electronic books
    Scope: 1 online resource (297 pages)
    Notes:

    Description based on publisher supplied metadata and other sources