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  1. Games user research
    Contributor: Drachen, Anders (Publisher); Mirza-Babaei, Pejman (Publisher); Nacke, Lennart E. (Publisher)
    Published: 2018; © 2018
    Publisher:  Oxford University Press, Oxford

    The definitive guide to methods and practices for games user professionals, researchers and students seeking additional expertise or starting advice in the game development industry. It is the go-to volume for everyone working with games, with an... more

     

    The definitive guide to methods and practices for games user professionals, researchers and students seeking additional expertise or starting advice in the game development industry. It is the go-to volume for everyone working with games, with an emphasis on those new to the field

     

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    Source: Union catalogues
    Contributor: Drachen, Anders (Publisher); Mirza-Babaei, Pejman (Publisher); Nacke, Lennart E. (Publisher)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780191836336
    Other identifier:
    RVK Categories: ST 324 ; AP 15963
    Edition: First edition
    Subjects: Video gamers; Video games; User interfaces (Computer systems)
    Scope: 1 Online-Ressource (xi, 524 Seiten), Illustrationen
    Notes:

    Literaturangaben

  2. Against flow
    video games and the flowing subject
    Published: [2021]; © 2021
    Publisher:  The MIT Press, Cambridge, Massachusetts

    "Against Flow critically examines the idea of flow in order to temper a growing number of voices that focus on play's positive potentials" more

     

    "Against Flow critically examines the idea of flow in order to temper a growing number of voices that focus on play's positive potentials"

     

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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780262045506
    RVK Categories: AP 15963
    Subjects: Video games
    Scope: xi, 315 Seiten, Illustrationen, Diagramme, 24 cm
    Notes:

    Literaturverzeichnis: Seite 273-303

  3. Classical antiquity in video games
    playing with the ancient world
    Contributor: Rollinger, Christian (Publisher)
    Published: [2020]
    Publisher:  Bloomsbury Academic, London

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    Source: Union catalogues
    Contributor: Rollinger, Christian (Publisher)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781350066663; 9781350066649
    Other identifier:
    Series: Imagines - classical receptions in the visual and performing arts
    Subjects: Video games; Video game characters; History in art; History in mass media; Ancient history: to c 500 CE
    Scope: 1 Online-Ressource (xvi, 296 Seiten), Illustrationen
    Notes:

    Literaturverzeichnis: Seite 256-285

  4. Persuasive games
    the expressive power of videogames
    Author: Bogost, Ian
    Published: 2010
    Publisher:  MIT Press, Cambridge, Massachusetts

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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780262026147; 9780262514880
    RVK Categories: AP 15963
    Edition: First paperback edition
    Subjects: Gesellschaft; Video games; Persuasion (Rhetoric)
    Scope: XII, 450 Seiten, Illustrationen
    Notes:

    Literaturverzeichnis: Seite [401]-436

  5. Game anim
    video game animation explained
    Published: 2021
    Publisher:  CRC Press, Taylor & Francis Group, Boca Raton

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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9780367707651
    RVK Categories: SU 500 ; ST 324
    Edition: Second edition
    Subjects: Computer animation; Video games
    Scope: xxi, 327 Seiten, Illustrationen, Diagramme
  6. Minecraft in the classroom
    ideas, inspiration, and student projects for teachers
    Contributor: Gallagher, Colin (Publisher)
    Published: [2015]
    Publisher:  Peachpit Press, [Berkeley, CA]

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    Source: Union catalogues
    Contributor: Gallagher, Colin (Publisher)
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780133858013; 0133858014
    RVK Categories: DW 4400
    Subjects: Minecraft (Game); Teaching; Learning, Psychology of; Video games; Learning, Psychology of; Minecraft (Game); Teaching; Video games
    Scope: xii, 276 Seiten, Illustrationen, 23 cm
  7. Developer's dilemma
    the secret world of videogame creators
    Published: 2014
    Publisher:  <<The>> MIT Press, Cambridge, Mass. [u.a.]

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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780262028196
    Series: Inside technology
    Subjects: Computer games; Computer software; Video games; Video games; Computer software developers
    Scope: xii, 337 Seiten, illustrations, 24 cm
    Notes:

    Literatur: Seite [289]-303

  8. Playful Identities
    the ludification of digital media cultures
    Contributor: Frissen, Valerie (Publisher)
    Published: [2015]; © 2015
    Publisher:  Amsterdam University Press, Amsterdam

    In Playful Identities, eighteen scholars examine the increasing role of digital media technologies in identity construction through play. Going beyond computer games, this interdisciplinary collection argues that present-day play and games are not... more

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    Berlin International University of Applied Sciences, Hans-Dieter Klingemann Library
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    In Playful Identities, eighteen scholars examine the increasing role of digital media technologies in identity construction through play. Going beyond computer games, this interdisciplinary collection argues that present-day play and games are not only appropriate metaphors for capturing postmodern human identities, but are in fact the means by which people create their identity. From discussions of World of Warcraft and Foursquare to digital cartographies, the combined essays form a groundbreaking volume that features the most recent insights in play and game studies, media research, and identity studies

     

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    Volltext (Array)
    Source: Staatsbibliothek zu Berlin
    Contributor: Frissen, Valerie (Publisher)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9789048523030
    Other identifier:
    Series: MediaMatters
    Subjects: Gesellschaft; Psychologie; Computer games; Video games; Video games; Identität; Neue Medien; Gamification; Social Media; Computerspiel
    Scope: 1 online resource (366 pages), 4 color plates, 8 halftones
    Notes:

    Description based on online resource; title from PDF title page (publisher's Web site, viewed 23. Okt 2018)

  9. The Queer Games Avant-Garde
    how LGBTQ game makers are reimagining the medium of video games
    Published: [2020]; © 2020
    Publisher:  Duke University Press, Durham

    In The Queer Games Avant-Garde, Bonnie Ruberg presents twenty interviews with twenty-two queer video game developers whose radical, experimental, vibrant, and deeply queer work is driving a momentous shift in the medium of video games. Speaking with... more

    Brandenburgische Technische Universität Cottbus - Senftenberg, Universitätsbibliothek
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    In The Queer Games Avant-Garde, Bonnie Ruberg presents twenty interviews with twenty-two queer video game developers whose radical, experimental, vibrant, and deeply queer work is driving a momentous shift in the medium of video games. Speaking with insight and candor about their creative practices as well as their politics and passions, these influential and innovative game makers tell stories about their lives and inspirations, the challenges they face, and the ways they understand their places within the wider terrain of video game culture. Their insights go beyond typical conversations about LGBTQ representation in video games or how to improve "diversity" in digital media. Instead, they explore queer game-making practices, the politics of queer independent video games, how queerness can be expressed as an aesthetic practice, the influence of feminist art on their work, and the future of queer video games and technology. These engaging conversations offer a portrait of an influential community that is subverting and redefining the medium of video games by placing queerness front and center.Interviewees:Ryan Rose Aceae, Avery Alder, Jimmy Andrews, Santo Aveiro-Ojeda, Aevee Bee, Tonia B******, Mattie Brice, Nicky Case, Naomi Clark, Mo Cohen, Heather Flowers, Nina Freeman, Jerome Hagen, Kat Jones, Jess Marcotte, Andi McClure, Llaura McGee, Seanna Musgrave, Liz Ryerson, Elizabeth Sampat, Loren Schmidt, Sarah Schoemann, Dietrich Squinkifer, Kara Stone, Emilia Yang, Robert Yang

     

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    Volltext (URL des Erstveröffentlichers)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781478007302
    Other identifier:
    Subjects: NON-CLASSIFIABLE.; Gay culture; Gender identity; Queer theory; Video game designers; Video games; Videospiel <Motiv>; LGBT; Homosexueller; Entwickler
    Scope: 1 Online-Ressource (xi, 276 Seiten), Illustrationen
  10. Hot Tubs and Pac-Man
    Gender and the Early Video Game Industry in the United States (1950s–1980s)
    Published: [2020]; © 2020
    Publisher:  De Gruyter Oldenbourg, München ; Wien

    This work looks at the gendered nature of the US video gaming industry. Although there were attempts to incorporate women into development roles and market towards them as players, the creation of video games and the industry began in a world... more

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    Brandenburgische Technische Universität Cottbus - Senftenberg, Universitätsbibliothek
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    Universität Potsdam, Universitätsbibliothek
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    This work looks at the gendered nature of the US video gaming industry. Although there were attempts to incorporate women into development roles and market towards them as players, the creation of video games and the industry began in a world strongly gendered male. The early 1980s saw a blip of hope that the counter-cultural industry focused on fun would begin to include women, but after the video game industry crash, this free-wheeling freedom of the industry ended along with the beginnings of the inclusion of women. Many of the threads that began in the early years continued or have parallels with the modern video game industry. The industry continues to struggle with gender relations in the workplace and with the strongly gendered male demographic that the industry perceives as its main market

     

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    Volltext (URL des Erstveröffentlichers)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783110668575
    Other identifier:
    Series: Video Games and the Humanities ; Band 1
    Subjects: Gender studies; Geschlechterforschung; Pac Men; United States of America; Vereinigte Staaten von Amerika; Video games; Videospiele; HISTORY / Study & Teaching; Video games industry; Women video game designers; Women video gamers
    Scope: 1 Online-Ressource (XII, 136 Seiten)
  11. Fundamentals of game design
    Published: [2014]; © 2014
    Publisher:  New Riders, [Berkeley, California]

    Universitätsbibliothek Braunschweig
    2958-3634
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    inf 979 DF 8039,3
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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780321929679; 0321929675
    RVK Categories: ST 324 ; AP 15963 ; AP 18200
    Edition: Third edition
    Series: Always learning Pearson
    Subjects: Computer games; Computer games; Video games
    Scope: xiv, 560 Seiten, Illustrationen, Diagramme
    Notes:

    Literaturverzeichnis: Seite 527-532

    Hier auch später erschienene, unveränderte Nachdrucke

  12. Frühe Neuzeit im Videospiel
    geschichtswissenschaftliche Perspektiven
    Contributor: Kerschbaumer, Florian (HerausgeberIn); Winnerling, Tobias (HerausgeberIn)
    Published: [2014]; © 2014
    Publisher:  transcript, Bielefeld

    Max-Planck-Institut für Bildungsforschung, Bibliothek und wissenschaftliche Information
    2015/1959
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    Bc 7592
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    a hil 056.6/950
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    2014 A 1126
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    A 2014/6997
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    2014.04114:1
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    Source: Union catalogues
    Contributor: Kerschbaumer, Florian (HerausgeberIn); Winnerling, Tobias (HerausgeberIn)
    Language: German; English
    Media type: Book
    Format: Print
    ISBN: 9783837625486
    Other identifier:
    9783837625486
    RVK Categories: NB 9500
    Series: Histoire ; Band 50
    Subjects: Video games; Video games; History, Modern; History in popular culture; Kultur; Medien; Videospiel; Kulturwissenschaften; Geschichtswissenschaft; Geschichte; Computerspiel
    Scope: 333 Seiten, Illustrationen, 23 cm x 15 cm, 693 g
    Notes:

    Enthält 17 Beiträge

    Literaturverzeichnis: Seite [291]-329

    Florian Kerschbaumer, Tobias Winnerling: Postmoderne Visionen des Vor-Modernen : des 19. Jahrhunderts geisterhaftes Echo

    Angela Schwarz: Narration und Narrativ : Geschichte erzählen in Videospielen

    Simon Maria Hassemer: Screening the game--Screening the play : zur videografischen Analyse von Videospielen

    Simon Huber --The history beyond the frame : off-screen space in the historical strategy game / Adam Rowan Chapman: Zur Geschichte der Cutscenes : Versuch einer Medienarchäologie kommerzieller Videospiele

    Tim Raupach: Authentizität als Darstellung interaktiver Simulationsbilder populärer Videospiele mit historischem Setting

    Martin Isaac Weis: The ahistorical in the historical video game

    Malte Stamm: Konfliktsimulationen : counterfactual history oder infotainment?

    Lutz Schröder: Modding als Indikator für die kreative und kritische Auseinandersetzung von Fans mit Historienspielen

    Sinem Derya Kılıç: Homo homini ludus? : vom Spiel in der Philosophie der Neuzeit zur Philosophie im Videospiel ASSASSIN'S CREED

    Gunnar Sandkühler: Sid Meier's PIRATES!

    Eugen Pfister: 181 "Dont eat me l'm a mighty pirate" : das Piratenbild in Videospielen

    Gernot Hausar: Der Stadt ihre Spieler : Wahrnehmung und Wirkung historischer Metropolen in der ASSASSIN'S CREED-Reihe

    Andreas Fischer: Spiel im Spiel : über die Geschichte des Spielens in ASSASSIN'S CREED II

    Marc Bonner: Bauen als Bedingung zum Sieg : Darstellung und Funktion frühneuzeitlicher Architektur und Stadtgefüge in Strategie- und Aufbauspielen

    Anton Zwischenberger: AGE OF EMPIRES III und EUROPA UNIVERSALIS III

    Stefan Donecker.: Civilization und der Geist des Jahres 1991

  13. Interactive storytelling for video games
    a player-centered approach to creating memorable characters and stories
    Published: 2011
    Publisher:  Focal Press, Burlington, MA

    Provides information on creating video game concepts and stories, covering the components of structure, process, characters, player desire, and outcomes Includes bibliographical references (p. 309-313) and index more

    Fachhochschule Kiel, Zentralbibliothek
    Inf 88-7/1
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    Provides information on creating video game concepts and stories, covering the components of structure, process, characters, player desire, and outcomes Includes bibliographical references (p. 309-313) and index

     

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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 0240817176; 9780240817170
    Subjects: Video games; Video games
    Scope: xi, 319 p., ill, 24 cm
  14. Game invaders
    the theory and understanding of computer games
    Published: 2012
    Publisher:  Wiley [u.a.], Hoboken, N.J [u.a.]

    "Introduces a practical critical method for analyzing existing games and designing future games"-- more

    Universitätsbibliothek Braunschweig
    2923-6282
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    Staats- und Universitätsbibliothek Bremen
    a inf 872 spi/686
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    "Introduces a practical critical method for analyzing existing games and designing future games"--

     

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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 0470597186; 9780470597187
    RVK Categories: ST 324
    Subjects: Computer games; Computer games; Video games; Video games
    Scope: XI, 217 S., [8] Bl., Ill., graph. Darst., 24 cm
    Notes:

    Literaturverz. S. 205 - 206

  15. Drawing basics and video game art
    classic to cutting-edge art techniques for winning game design
    Published: c 2012
    Publisher:  Watson-Guptill, New York, NY

    Hochschule für Angewandte Wissenschaften Hamburg, Hochschulinformations- und Bibliotheksservice (HIBS), Fachbibliothek Technik, Wirtschaft, Informatik
    Kom 430 126
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    14-11636
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    2014.01541:1
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    IN Os 020
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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780823098477
    RVK Categories: AP 15840 ; AP 15963 ; LR 57790 ; SU 500 ; ST 320
    Subjects: Computer games; Video games; Art
    Scope: 240 p., ill., 25 cm
    Notes:

    Includes bibliographical references (p. 239) and index

  16. Playing along
    digital games, YouTube, and virtual performance
    Author: Miller, Kiri
    Published: c2012
    Publisher:  Oxford University Press, Oxford [u.a.]

    Staats- und Universitätsbibliothek Bremen
    02.m.5412
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    T 15 B 3507
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    TFF 886 : M34
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    Buch n 44 Mil 1.1
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    KGR-D 261 625
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    Hochschule für Musik Franz Liszt, Hochschulbibliothek
    T 50.113
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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780199753451; 9780199753468
    RVK Categories: AP 15963
    Series: Oxford music / media series
    Subjects: Video games; Video games; Interactive videos; Video game music; Popular music
    Scope: xi, 258 Seiten, Illustrationen, 25 cm
    Notes:

    Includes bibliographical references (p. [235]-251) and index

  17. The play versus story divide in game studies
    critical essays
    Contributor: Kapell, Matthew (HerausgeberIn)
    Published: [2016]
    Publisher:  McFarland & Company, Inc., Publishers, Jefferson, North Carolina

    "This collection of new essays critically frames that debate and urges game scholars to consider it central to the field. The contributors examine various digital games, assessing the applicability of play versus narrative approaches or considering... more

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Potsdamer Straße
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    "This collection of new essays critically frames that debate and urges game scholars to consider it central to the field. The contributors examine various digital games, assessing the applicability of play versus narrative approaches or considering the failure of each"-- Introduction : the ludic and narrative as dialectic about "what games do" / Matthew Wilhelm Kapell -- Kentucky route zero, or, How not to get lost in the branching narrative system / Lindsey Joyce -- States of play in State of decay / Andrew Wackerfuss -- Game, narrative and storyworld in League of legends / Emily Joy Bembeneck -- Narrative-heavy games as neo-gothic literature : beyond: Two souls and the player/viewer in contemporary cultural anxieties / Eric W. Riddle -- "Thou art I" : the interaction of play and narrative in Persona 3 / Mark Filipowich -- The power of ludonarrativity : Halo as participatory myth / Vince Locke -- The Cyborg game : narrative/ludic fusion in deus ex : human revolution / Alexandra Orlando and Matthew Schwager -- The biopolitics of gaming : avatar-player self-reflexivity in Assassin's creed II / Tom Apperley and Justin Clemens -- Bioshock infinite : the search for redemption and the repetition of atrocity / Amy M. Green -- "All that's left is the choosing" : Bioshock infinite and the constants and variables of control / Matthew Wysocki and Betsy Brey -- A whirl of warriors : character and competition in Street fighter / Nicholas Ware -- Ecological matters : rethinking the "magic" of the magic circle / Robert Mejia -- Conclusion : of lumpers and splitters / Matthew Wilhelm Kapell

     

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    Source: Staatsbibliothek zu Berlin
    Contributor: Kapell, Matthew (HerausgeberIn)
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780786497232
    RVK Categories: AP 15963 ; ST 324
    Subjects: Video games; Computer games
    Scope: viii, 198 pages, 23 cm
    Notes:

    Includes bibliographical references and index

    Introduction : the ludic and narrative as dialectic about "what games do" / Matthew Wilhelm KapellKentucky route zero, or, How not to get lost in the branching narrative system / Lindsey Joyce -- States of play in State of decay / Andrew Wackerfuss -- Game, narrative and storyworld in League of legends / Emily Joy Bembeneck -- Narrative-heavy games as neo-gothic literature : beyond: Two souls and the player/viewer in contemporary cultural anxieties / Eric W. Riddle -- "Thou art I" : the interaction of play and narrative in Persona 3 / Mark Filipowich -- The power of ludonarrativity : Halo as participatory myth / Vince Locke -- The Cyborg game : narrative/ludic fusion in deus ex : human revolution / Alexandra Orlando and Matthew Schwager -- The biopolitics of gaming : avatar-player self-reflexivity in Assassin's creed II / Tom Apperley and Justin Clemens -- Bioshock infinite : the search for redemption and the repetition of atrocity / Amy M. Green -- "All that's left is the choosing" : Bioshock infinite and the constants and variables of control / Matthew Wysocki and Betsy Brey -- A whirl of warriors : character and competition in Street fighter / Nicholas Ware -- Ecological matters : rethinking the "magic" of the magic circle / Robert Mejia -- Conclusion : of lumpers and splitters / Matthew Wilhelm Kapell.

  18. Phänomen Let's play-Video
    Entstehung, Ästhetik, Aneignung und Faszination aufgezeichneten Computerhandelns
    Contributor: Ackermann, Judith (HerausgeberIn)
    Published: [2017]; ©2017
    Publisher:  Springer VS, Wiesbaden

    On the Let's-play format: A Let's Play (commonly referred to as an LP) is a series of videos or screenshots, documenting a playthrough of a video game, usually including commentary by the gamer. A Let's Play differs from a walkthrough or strategy... more

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Potsdamer Straße
    10 A 79174
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    Hochschule für Bildende Künste Braunschweig, Bibliothek
    H 7.611.6 Neu 1
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    Niedersächsische Staats- und Universitätsbibliothek Göttingen
    gk
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    Staats- und Universitätsbibliothek Hamburg Carl von Ossietzky
    AP 15963 A182
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    Meb 6.8-52
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    TFF 593 : P31
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    MDW AP 15965 A182
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    Lb 5650/28
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    On the Let's-play format: A Let's Play (commonly referred to as an LP) is a series of videos or screenshots, documenting a playthrough of a video game, usually including commentary by the gamer. A Let's Play differs from a walkthrough or strategy guide by focusing on an individual's subjective experience with the game, often with humorous, irreverent, or critical commentary from the gamer, rather than being an objective source of information on how to progress through the game. --Wikipedia description

     

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    Content information
    Source: Staatsbibliothek zu Berlin
    Contributor: Ackermann, Judith (HerausgeberIn)
    Language: German
    Media type: Book
    Format: Print
    ISBN: 9783658129354; 3658129352
    Other identifier:
    9783658129354
    RVK Categories: AP 88812 ; AP 15963
    Series: Neue Perspektiven der Medienästhetik
    Subjects: Video games; Video games; Computer games
    Scope: XIV, 263 Seiten, Illustrationen, 21 cm x 14.8 cm, 0 g
    Notes:

    Enthält 18 Beiträge

    Judith Ackermann: Einleitung

    Jochen Venus: Mediale Spezifitäten von Let's Play-Videos ; Stilisierte Rezeption : Überlegungen zum epistemischen Status von Let's Play-Videos

    Mathias Fuchs: Interpassives Spielen

    Tim Othold: Let's not Play : Kooperatives Nicht-Spielen

    Timo Schemer-Reinhard: Let's Play without Controller : zu den Effekten des Verschwindens der Steuerung im remediatisierten Game

    Dominik Maeder: Kohärenz, Permutation, Redundanz : zur seriellen Ökonomie des Let's Plays

    Andreas Rauscher: Performativität und Performanzen im Let's Play-Kontext ; Revenge of the Riffing Nerds : Mysteriöse, Mitternächtliche und Mediale Familienbande der Let's Play-Videos

    Vera Marie Rodewald: Die Lust am Vorspielen : zur theatralen Inszenierung des Computerspielens

    Judith Ackermann und Marc Juchems: Twitch plays Pokémon als kollektive Let's Play-Performance

    Heiko Kirschner und Paul Eisewicht: Spielende und ihr Publikum : unterhaltungsorientierte Darstellungen des Spielens auf Online-Videoplattformen

    Jeffrey Wimmer: Let's Play-Rezeption, -Aneignung und -Produktion ; "Erfahrenen Gamern sozusagen über die Schulter schauen" eine Interviewstudie deutscher YouTube-Nutzerlnnen zu Let's Play-Videos

    Ralf Biermann und Steven Becker: Faszination Let's Play-Videos : Rezeptionsmotive und -merkmale : eine explorative quantitative Studie

    Simon Rehbach: Nostalgische Erinnerungen an Computerspiele auf YouTube : Let's Play Retro!

    Nina Grünberger: Narrative Konstruktion von Selbst und Sozialität : auf der Suche nach Produktions- und Rezeptionsmotiven von Let's Play-Videos

    Alexander Tilgner: Gaming 2.0 : von der Fanproduktion zum Kulturgut : Let's Play-Videos als Schnittstelle zwischen passiver Rezeption und aktiver Partizipation

    Dan Verständig und Jens Holze: Medienpädagogische Kontextualisierungen von Let's Play-Videos ; It's not just a game : Subversive Praktiken in digitalen Spielkulturen

    Torben Kohring und Markus Sindermann: Einmal so wie Gronkh sein : Let's Play-Videos in der offenen Kinder- und Jugendarbeit

    Thomas Hale, Anna Lena Hartmann und Daniel Schlemermeyer.: Formen von Let's Plays und vergleichbare Formate

  19. Basics of game design
    Published: c 2011
    Publisher:  CRC Press, Boca Raton, Fla. [u.a.]

    Technische Informationsbibliothek (TIB) / Leibniz-Informationszentrum Technik und Naturwissenschaften und Universitätsbibliothek
    T 14 B 81
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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9781568814339
    RVK Categories: AP 15963 ; ST 324
    Subjects: Computer games; Computer games; Video games
    Scope: xv, 375 p, Ill., graph. Darst., 23 cm
    Notes:

    Includes index

  20. The golden age of video games
    the birth of a multi-billion dollar industry
    Published: 2011
    Publisher:  CRC Press, Boca Raton; Fla. [u.a.]

    "This book focuses on the history of video games, consoles, and home computers from the very beginning until the mid-nineties, which started a new era in digital entertainment. The text features the most innovative games and introduces the pioneers... more

    Staats- und Universitätsbibliothek Bremen
    02.m.1172
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    Universitätsbibliothek Ilmenau
    INF SU 500 D579
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    "This book focuses on the history of video games, consoles, and home computers from the very beginning until the mid-nineties, which started a new era in digital entertainment. The text features the most innovative games and introduces the pioneers who developed them. It offers brief analyses of the most relevant games from each time period. An epilogue covers the events and systems that followed this golden age while the appendices include a history of handheld games and an overview of the retro-gaming scene"--Provided by publisher

     

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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9781439873236
    RVK Categories: SU 500
    Series: An A K Peters book
    Subjects: Video games; Electronic games; Computer games; Video games industry
    Scope: XXVI, 183 S., [4] Bl., Ill., graph. Darst., 24 cm
    Notes:

    Literaturverz. S. 171 - 172

    Machine generated contents note: Part I -- The Beginning -- The Firs: Commercial Game and the First Home Console -- Atari, Pong, and the Jackals -- Pong Goes Home -- Home Consoles -- Meanwhile, in Japan... -- Computers Go Home Too! -- Games That Pushed Boundaries I -- Part II -- 1983: The Crash -- Computers, Computers, Computers -- Atari and Commodore: from Here, Where? -- Nintendo Gives Consoles an Extra Life: the NES, ROB, and Super Mario -- New Competition: the Sega Master System -- Games That Pushed Boundaries II -- Part III -- The Beginning of a New Era -- New Generations with Some of the Same Old Problems -- 1991: Sony and Nintendo? -- The PC Becomes Gaming Mature -- Games That Pushed Boundaries III -- Epilogue -- Game Over -- Press Start to Continue.

  21. Uncertainty in games
    Published: 2013
    Publisher:  MIT Press, Cambridge, Mass.

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Potsdamer Straße
    1 A 943450
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    University of Europe for Applied Sciences GmbH, Campus Berlin, Bibliothek
    CT - 36
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    Hochschule für Angewandte Wissenschaften Hamburg, Hochschulinformations- und Bibliotheksservice (HIBS), Fachbibliothek Technik, Wirtschaft, Informatik
    Kom 430 075
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    Universitätsbibliothek Hildesheim
    TFF 883 : C55
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    Universitätsbibliothek Osnabrück
    6151-134 7
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    Source: Staatsbibliothek zu Berlin
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780262018968
    RVK Categories: AP 15963
    Series: Playful thinking
    Subjects: Games; Game theory; Video games; Computer games; Uncertainty
    Scope: VIII, 141 Seiten, 21 cm
    Notes:

    Includes bibliographical references and index

  22. Shigeru Miyamoto
    Super Mario Bros., Donkey Kong, the Legend of Zelda
    Published: 2015
    Publisher:  Bloomsbury Acad., New York, NY [u.a.]

    "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... more

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Potsdamer Straße
    1 A 937458
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    Otto-von-Guericke-Universität, Universitätsbibliothek
    2015.05154:1
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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. "-- "An in-depth creative and cultural analysis of Shigeru Miyamoto, the 'father of modern video gaming'"--

     

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    Source: Staatsbibliothek zu Berlin
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9781628924688; 9781628923889
    RVK Categories: AP 15932
    Series: Influential video game designers
    Subjects: Video games; Video games industry; Computer programmers
    Other subjects: Miyamoto, Shigeru (1952-)
    Scope: xii, 184 pages, Ill., graph. Darst., 23 cm
    Notes:

    Includes bibliographical references and index

    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.

  23. Works of game
    on the aesthetics of games and art
    Author: Sharp, John
    Published: [2015]; © 2015
    Publisher:  The MIT Press, Cambridge, Massachusetts

    Staatliche Museen zu Berlin, Preußischer Kulturbesitz, Kunstbibliothek
    ::8:2015:4700:
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    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Potsdamer Straße
    1 A 935345
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    University of Europe for Applied Sciences GmbH, Campus Berlin, Bibliothek
    CT - 52
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    Burg Giebichenstein Kunsthochschule Halle, Hochschulbibliothek
    A 44439
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    Universitätsbibliothek Hildesheim
    TFF 886 : S31
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    Otto-von-Guericke-Universität, Universitätsbibliothek
    2016.05769:1
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    Otto-von-Guericke-Universität, Universitätsbibliothek
    2016.05769:2
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    Source: Staatsbibliothek zu Berlin
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780262029070
    RVK Categories: AP 15963 ; LH 61100 ; LH 65829 ; SU 500 ; ST 324
    Series: Playful thinking
    Subjects: Video games; Aesthetics
    Scope: x, 146 Seiten, Illustrationen, 21 cm
    Notes:

    Literaturverzeichnis: Seite 117-135

  24. The game believes in you
    how digital play can make our kids smarter
    Author: Toppo, Greg
    Published: April 2015
    Publisher:  St. Martin's Press, New York

    "What if schools, from the wealthiest suburban nursery school to the grittiest urban high school, thrummed with the sounds of deep immersion? More and more people believe that can happen - with the aid of video games. From Greg Toppo, USA Today's... more

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Potsdamer Straße
    1 A 984171
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    "What if schools, from the wealthiest suburban nursery school to the grittiest urban high school, thrummed with the sounds of deep immersion? More and more people believe that can happen - with the aid of video games. From Greg Toppo, USA Today's national K-12 education and demographics reporter, The Game Believes in You presents the story of a small group of visionaries who, for the past 40 years, have been pushing to get game controllers into the hands of learners. Among the game revolutionaries you'll meet in this book: *A game designer at the University of Southern California leading a team to design a video-game version of Thoreau's Walden Pond. *A young neuroscientist and game designer whose research on "Math Without Words" is revolutionizing how the subject is taught, especially to students with limited English abilities. *A Virginia Tech music instructor who is leading a group of high school-aged boys through the creation of an original opera staged totally in the online game Minecraft. Experts argue that games do truly "believe in you." They focus, inspire and reassure people in ways that many teachers can't. Games give people a chance to learn at their own pace, take risks, cultivate deeper understanding, fail and want to try again--right away--and ultimately, succeed in ways that too often elude them in school. This book is sure to excite and inspire educators and parents, as well as provoke some passionate debate"--

     

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    Source: Staatsbibliothek zu Berlin
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9781137279576
    Edition: First edition
    Subjects: Video games in education; Video games and children; Video games; Education
    Scope: 252 pages, 24 cm
    Notes:

    Includes bibliographical references and index

  25. The dark side of game play
    controversial issues in playful environments
    Published: 2015
    Publisher:  Routledge, New York [u.a.]

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Potsdamer Straße
    1 A 940063
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    Technische Informationsbibliothek (TIB) / Leibniz-Informationszentrum Technik und Naturwissenschaften und Universitätsbibliothek
    OD 250 19
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    Hochschule Harz, Hauptbibliothek, Standort Wernigerode / Harz
    DEB 100 0546
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    Source: Staatsbibliothek zu Berlin
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9781138827288
    RVK Categories: AP 15963
    Series: Routledge advances in game studies ; 4
    Subjects: Video games; Video games; Violence in video games
    Scope: VI, 272 pages
    Notes:

    Includes bibliographical references and index

    Torill Elvira Mortensen and Jonas LinderothAnalyzing game controversies : a historical approach to moral panics: Dark play : the aesthetics of controversial playfulness

    Faltin Karlsen: And digital games

    René Glas: Of heroes and henchmen : the conventions of killing generic ; Expendables in digital games

    Emily Flynn-Jones: Don't forget to die : a software update is available for the death drive

    Björn Sjöblom: Killing digital children : design, discourse and player agency

    Frans Mäyrä: Little evils : subversive uses of children's games

    Miguel Sicart: Darkly playing others

    Ashley ML Brown: Three defences for the fourteen-inch barbed penis : darkly playing with morals, ethics and sexual violence

    Adam Chapman and Jonas Linderoth: Exploring the limits of play : a case study of representations of nazism in games

    Torill Elvira Mortensen: Keeping the balance : morals at the dark side

    Staffan Björk: Fabricated innocence : on how people can be lured into feel bad ; Games

    Marcus Carter: Massively multiplayer dark play : treacherous play in EVE online

    Kristine Jørgensen: Dark play in dishonored

    Isabella van Elferen: Sonic descents : musical dark play in survival and psychological ; Horror

    Alan Meades.: Boosting, glitching and modding call of duty : assertive dark play ; Manifestations, communities, pleasures and organic resilience