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Displaying results 1 to 15 of 15.

  1. Digital games and learning
    Contributor: Freitas, Sara de (Hrsg.)
    Published: 2011
    Publisher:  Continuum, London [u.a.]

    Universitätsbibliothek der RWTH Aachen
    (1)052880
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    3K 36732
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    Source: Union catalogues
    Contributor: Freitas, Sara de (Hrsg.)
    Language: English
    Media type: Book
    ISBN: 9781441198709; 1441198709; 9780826421371; 0826421377
    Subjects: Computerspiel; Computerunterstützter Unterricht
    Other subjects: Education--Computer-assisted instruction.; Computer games.; Educational games.
    Scope: XXVI, 282 S., Ill., graph. Darst., 25 cm
  2. Digital games
    computers at play
    Published: 2010
    Publisher:  Chelsea House, New York

    Universitäts- und Stadtbibliothek Köln, Hauptabteilung
    44A7955
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9780816067862
    Series: The digital world
    Other subjects: Computerspiel; Computer games.
    Scope: 126 S., Ill. - col. ill., 25 cm
    Notes:

    Includes bibliographical references (p. 113-119) and index

  3. Digital sport for performance enhancement and competitive evolution
    intelligent gaming technologies
    Contributor: Pope, Nigel (Publisher); Kuhn, Kerri-Ann L. (Publisher); Forster, John (Publisher)
    Published: [2009]; © 2009
    Publisher:  Information Science Reference, Hershey ; New York

    "This book provides an overview of the increasing level of digitization in sport including areas of gaming and athlete training" - Provided by publisher more

    Hochschulbibliothek Ansbach
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    Volltext (URL des Erstveröffentlichers)
    Source: Union catalogues
    Contributor: Pope, Nigel (Publisher); Kuhn, Kerri-Ann L. (Publisher); Forster, John (Publisher)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781605664071
    Other identifier:
    Series: Premier Reference Source
    Subjects: Computer games.; Performance technology; Sports sciences; Sports; Video games; Sportwissenschaft; Sport; Computerspiel; Informatik
    Scope: 1 Online-Ressource (xxiii, 390 Seiten), Illustrationen, Diagramm
    Notes:

    Includes bibliographical references and index

  4. Digital sport for performance enhancement and competitive evolution
    intelligent gaming technologies
    Author: Pope, Nigel
    Published: 2009
    Publisher:  Information Science Reference, Hershey, PA [u.a.]

    "This book provides an overview of the increasing level of digitization in sport including areas of gaming and athlete training"--Provided by publisher. more

    Technische Universität München, Universitätsbibliothek, Teilbibliotheken Garching
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9781605664064
    Series: Premier Reference Source
    Subjects: Computer games.; Performance technology; Sports sciences; Sports; Video games; Sport; Sportwissenschaft; Computerspiel; Informatik
    Scope: XXIII, 390 S., Ill., graph. Darst.
  5. The language of gaming
    Published: 2012
    Publisher:  Palgrave Macmillan, Basingstoke, Hampshire [u.a.]

    Universitätsbibliothek Bielefeld
    NA130.30 E59
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9780230238589; 0230238580; 9780230238596; 0230238599
    Subjects: Diskursanalyse; Computerspiel; Kommunikation
    Other subjects: Discourse analysis.; Computer games.; Video games.
    Scope: X, 208 S., Ill., 24 cm
  6. Digital gaming and the advertising landscape
    Published: [2019]; © 2019
    Publisher:  Amsterdam University Press, Amsterdam

    The evolution of the game industry and changes in the advertising landscape in recent years have led to a keen interest of marketers in using digital games for advertising purposes. However, despite the increasing interest in this marketing strategy,... more

    Alice Salomon Hochschule Berlin, Bibliothek
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    The evolution of the game industry and changes in the advertising landscape in recent years have led to a keen interest of marketers in using digital games for advertising purposes. However, despite the increasing interest in this marketing strategy, the potential of digital games as a medium to convey advertising messages remains unexploited. Digital Gaming and the Advertising Landscape explores the different ways advertising messages can be embedded within digital games. An interdisciplinary approach is used to help explain how persuasive communication works within digital games. It does so by forging new links within the area of game studies where the emphasis of this book clearly lies, while also taking up new subjects such as design theories and their relation to games as well as how this relationship may be used in a practical context

     

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    Source: Staatsbibliothek zu Berlin
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9789048538676; 904853867X
    Other identifier:
    Series: Games and play
    Subjects: Computerspielindustrie; Werbung
    Scope: 1 Online-Ressource (205 Seiten)
    Notes:

    Erscheint als Open Access bei De Gruyter

    1. Digital Games and the Advertising Landscape: An Introduction; Part I: Digital Games as an Advertising Medium; 2. Advergames: A Definition; 3. Advergames' History; 4. Advergames' Effectiveness; Part II: Persuading Players through Digital Games; 5. The Procedural School: A Critical Analysis; 6. Persuasion through Digital Games: A Theoretical Mod; Part III: Advertising through Digital Games; 7. Persuasive Strategies for Advergames; 8. A Case Study: Tem de Tank; Conclusions

  7. Handbook of digital games
    Contributor: Angelides, Marios C. (Publisher); Agius, Harry (Publisher)
    Published: [2014]
    Publisher:  IEEE Press, Piscataway, NJ ; Wiley, Hoboken, NJ

    "The first book to draw the various traditional and emerging facets of gaming together into a single volume, Handbook of Digital Games explores all the necessary facets to design modern digital game, including MPEG-4, MPEG-7, MPEG-21, Virtual... more

     

    "The first book to draw the various traditional and emerging facets of gaming together into a single volume, Handbook of Digital Games explores all the necessary facets to design modern digital game, including MPEG-4, MPEG-7, MPEG-21, Virtual Reality, autonomous Artificial Intelligence, social media function, and multi-generational aspect of modern computer games. Featuring over twenty-five international experts from both academia and game industry, this valuable handbook covers all the basics and current trends of computer games for the engineers in the game industry"--

     

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    Source: Union catalogues
    Contributor: Angelides, Marios C. (Publisher); Agius, Harry (Publisher)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781118796443
    Other identifier:
    RVK Categories: ST 324
    Subjects: Computer games.; Video games.; GAMES; Computer games.; Video games.
    Scope: 1 Online-Ressource (xi, 767 Seiten), Illustrationen, Diagramme
  8. Computerspiele
    eine Ästhetik
    Published: 2015
    Publisher:  Suhrkamp, Berlin

    [ Cover ] -- [ Informationen zum Buch / zum Autor ] -- [ Impressum ] -- Inhalt -- Danksagung -- Kapitel 1: Einleitung -- Kapitel 2: Zur Bestimmung des Wesens des Computerspiels -- Falsche Alternativen -- Jenseits der Definition? -- Das Wesen als... more

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    [ Cover ] -- [ Informationen zum Buch / zum Autor ] -- [ Impressum ] -- Inhalt -- Danksagung -- Kapitel 1: Einleitung -- Kapitel 2: Zur Bestimmung des Wesens des Computerspiels -- Falsche Alternativen -- Jenseits der Definition? -- Das Wesen als Entwicklung bestimmter Unbestimmtheit -- Kapitel 3: Das Computerspiel als ästhetisches Medium -- Die Irreduzibilität des Ästhetischen -- Zur Praxeologie des Medialen -- Ästhetische Valenzen des Computerspiels -- Kapitel 4: Das Computerspiel als Kunst -- Kunst als Reflexionsgeschehen -- Der Streit um die Kunst -- Computerspielen als Durchspielen des Selbst -- Kapitel 5: Schluss -- Dialektik oder: Zur philosophischen Geste dieses Buchs -- Literaturverzeichnis -- Gameography -- Namenregister.

     

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    Source: Union catalogues
    Language: German
    Media type: Ebook
    Format: Online
    ISBN: 9783518742167
    RVK Categories: SR 850 ; AP 15963 ; SU 500
    Edition: Originalausgabe, erste Auflage
    Series: Suhrkamp Taschenbuch Wissenschaft ; 2160
    Subjects: Mass media-Aesthetics; Computer games.; Electronic books
    Scope: 1 Online-Ressource (205 Seiten)
  9. Games and Rules :
    Game Mechanics for the "Magic Circle" /
    Contributor: Monet, René, (editor.); Kocher, Mela, (editor.); Suter, Beat, (editor.)
    Published: [2019]; ©2018
    Publisher:  Transcript-Verlag,, Bielefeld :

    Why do we play games and why do we play them on computers? The contributors of "Games and Rules" take a closer look at the core of each game and the motivational system that is the game mechanics. Games are control circuits that organize the game... more

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    Hochschule der Polizei des Landes Brandenburg, Hochschulbibliothek
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    Why do we play games and why do we play them on computers? The contributors of "Games and Rules" take a closer look at the core of each game and the motivational system that is the game mechanics. Games are control circuits that organize the game world with their (joint) players and establish motivations in a dedicated space, a "Magic Circle", whereas game mechanics are constructs of rules designed for interactions that provide gameplay. Those rules form the base for all the excitement and frustration we experience in games. This anthology contains individual essays by experts and authors with backgrounds in Game Design and Game Studies, who lead the discourse to get to the bottom of game mechanics in video games and the real world - among them Miguel Sicart and Carlo Fabricatore

     

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    Source: Union catalogues
    Contributor: Monet, René, (editor.); Kocher, Mela, (editor.); Suter, Beat, (editor.)
    Media type: Ebook
    Format: Online
    ISBN: 3839443040; 9783839443040
    Other identifier:
    RVK Categories: ST 324
    Series: Edition Medienwissenschaft ; ; 53
    Subjects: Computer games.; Computer games; Jeux d'ordinateur; Media studies.; SOCIAL SCIENCE; Computer games.; Computer games; Medienwissenschaft; Theorie; Spieltheorie; Computerspiel; Ästhetik
    Scope: 1 online resource
    Notes:

    Array: Array

  10. Digital sport for performance enhancement and competitive evolution
    intelligent gaming technologies
    Contributor: Pope, Nigel (Publisher); Kuhn, Kerri-Ann L. (Publisher); Forster, John (Publisher)
    Published: [2009]; © 2009
    Publisher:  Information Science Reference, Hershey ; New York

    "This book provides an overview of the increasing level of digitization in sport including areas of gaming and athlete training" - Provided by publisher more

    TU Berlin, Universitätsbibliothek
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    "This book provides an overview of the increasing level of digitization in sport including areas of gaming and athlete training" - Provided by publisher

     

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    Volltext (URL des Erstveröffentlichers)
    Source: Union catalogues
    Contributor: Pope, Nigel (Publisher); Kuhn, Kerri-Ann L. (Publisher); Forster, John (Publisher)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781605664071
    Other identifier:
    Series: Premier Reference Source
    Subjects: Computer games.; Performance technology; Sports sciences; Sports; Video games; Sportwissenschaft; Sport; Computerspiel; Informatik
    Scope: 1 Online-Ressource (xxiii, 390 Seiten), Illustrationen, Diagramm
    Notes:

    Includes bibliographical references and index

  11. Using games to enhance learning and teaching
    a beginner's guide
    Contributor: Whitton, Nicola (Publisher); Moseley, Alex (Publisher)
    Published: 2012
    Publisher:  Routledge, New York, NY [u.a.]

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    Source: Union catalogues
    Contributor: Whitton, Nicola (Publisher); Moseley, Alex (Publisher)
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780415897716; 0415897718; 9780415897723
    Other identifier:
    9780415897723
    Edition: 1. publ.
    Subjects: Educational games.; Computer games.; Education--Computer network resources.; EDUCATION / General.
    Scope: XIV, 210 S., Ill., graph. Darst., 23 cm
    Notes:

    Literaturverz. S. [199] - 206

  12. Learning online with games, simulations, and virtual worlds
    strategies for online instruction
    Published: 2009
    Publisher:  Jossey-Bass, San Francisco, Calif.

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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780470438343; 0470438347
    RVK Categories: DP 1960 ; DP 2600
    Edition: 1. ed.
    Series: Online teaching and learning series
    Subjects: Education--Simulation methods.; Virtual reality in education.; Computer games.; Computer-assisted instruction.
    Scope: X, 134 S., Ill.
    Notes:

    Literaturverz. S. 123 - 124

  13. Learning with digital games
    a practical guide to engaging students in higher education
    Published: 2010
    Publisher:  Routledge, New York, NY [u.a.]

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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780415997744; 0415997747; 9780415997751; 0415997755; 9780203872987; 0203872983
    RVK Categories: DP 1960
    Edition: 1. publ.
    Series: <<The>> Open and flexible learning series
    Subjects: Education, Higher--Computer-assisted instruction.; Computer games.; Educational games.
    Scope: XV, 214 S., Ill., graph. Darst., 24 cm
    Notes:

    Literaturverz. S. 201 - 206

  14. Digital games and learning
    Contributor: Freitas, Sara de (Publisher)
    Published: © 2011
    Publisher:  Continuum, London [u.a.]

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    Source: Union catalogues
    Contributor: Freitas, Sara de (Publisher)
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9781441198709; 1441198709; 9780826421371; 0826421377
    RVK Categories: DP 1960 ; DP 2600 ; DW 4020 ; DG 9400
    Subjects: Education--Computer-assisted instruction.; Computer games.; Educational games.
    Scope: XXVI, 282 S., Ill., graph. Darst., 25 cm
    Notes:

    Literaturangaben

  15. Mittelalter Computer Spiele
    Zur Darstellung und Modellierung von Geschichte im populären Computerspiel
    Author: Heinze, Carl
    Published: 2012; ©2012.
    Publisher:  De Gruyter, Berlin ; transcript, Bielefeld

    Biographical note: Carl Heinze (Dr. phil.) hat in Freiburg und Paris Geschichte, Neuere Deutsche Literaturgeschichte und Informatik studiert und an der Albert-Ludwigs-Universität Freiburg i.Br. promoviert. Main description: Ob »Assassin's Creed«,... more

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    Biographical note: Carl Heinze (Dr. phil.) hat in Freiburg und Paris Geschichte, Neuere Deutsche Literaturgeschichte und Informatik studiert und an der Albert-Ludwigs-Universität Freiburg i.Br. promoviert. Main description: Ob »Assassin's Creed«, »Anno 1404« oder »Medieval II: Total War« - es gibt einige populäre Computerspiele, die 'authentische Vergangenheitserfahrungen' und die 'eigenmächtige Veränderung der Geschichte' versprechen. Carl Heinze zeichnet nach, mit welchen präsentativen Strategien das Historische im Computerspiel vorgestellt wird und um welche Vergangenheit(en) es dabei überhaupt geht. Er klärt die Frage, was man sinnvollerweise unter einem 'historischen Computerspiel' verstehen sollte. In Einzelanalysen wird geprüft, wie spezifische Kombinationen von Computer, Mittelalter und Spiel aussehen können und welche Geschichtsbilder dadurch jeweils evoziert werden. Review text: »Sein Vorhaben, die Möglichkeiten (und Grenzen) der 'Darstellung und Modellierung von Geschichte im populären Computerspiel' aufzuzeigen und solche Spiele in die postmoderne Geschichtskultur einzuordnen, hat Carl Heinze sehr gelungen umgesetzt. Die Arbeit ist klar strukturiert und die Argumentation stets nachvollziehbar.« Philipp Schwarz, H-Soz-u-Kult, 30.01.2013 »Auf Carl Heinzes 'Mittelalter Computer Spiele' habe ich lange gewartet. Die Arbeit [...] besticht durch ihren klaren Aufbau, ihre tiefgründige Argumentation sowie ihre durchgängig-hohe Lesbarkeit.« Rudolf Inderst, Polymedia, 30.11.2012 Besprochen in: GMK-Newsletter, 2 (2013) Zeitschrift für Geschichtsdidaktik, 14 (2013), Waldemar Grosch

     

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    Source: Union catalogues
    Language: German
    Media type: Dissertation
    Format: Online
    ISBN: 9783839421048
    Other identifier:
    9783839421048
    RVK Categories: AP 15963 ; NB 5600
    Series: Historische Lebenswelten in populären Wissenskulturen/History in Popular Cultures ; 8
    Subjects: Games; Artificial intelligence; Computer games; Artificial intelligence.; Computer games.; Games.; Spiel.; Computer Games, Media Theory, Memory Culture, Cultural History, Media, History, Cultural Studies; SOCIAL SCIENCE / Popular Culture
    Scope: Online-Ressource (342 S.)
    Notes:

    Zugl.: Freiburg, Univ., Diss., 2012