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  1. Punk playthings
    provocations for 21st century game makers
    Published: [2018]; © 2018
    Publisher:  CRC Press, Boca Raton ; London ; New York

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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9781498770224; 9781138295803
    RVK Categories: AP 15963 ; MS 2350 ; ST 324
    Subjects: Electronic games; Electronic games industry
    Scope: xxiv, 262 Seiten, Illustrationen, Diagramm
  2. Emotions, technology, and digital games
    Published: 2016
    Publisher:  Academic Press, London

    I. Embodied experiences: affective and cognitive benefits of gaming. Video games, nightmares, and emotional processing / Johnathan Bown, Jayne Gackenbach -- Infinite ammo: exploring issues of post-traumatic stress disorder in popular video games /... more

     

    I. Embodied experiences: affective and cognitive benefits of gaming. Video games, nightmares, and emotional processing / Johnathan Bown, Jayne Gackenbach -- Infinite ammo: exploring issues of post-traumatic stress disorder in popular video games / Mathew Bumbalough, Adam Henze -- Emotion, empathy, and ethical thinking in Fable III / Karen Schrier -- Half a second, that is enough: involuntary micro-suspensions of disbelief and ectodiegesis as phenomena of immersion processes in pervasive games / Thaiane Oliveira -- II. Emotions tools and ties. Gamers and their weapons: an appraisal perspective on weapons manipulation in video games / Weimin Toh -- Emotional response to gaming producing Rosenblatt's transaction / April Sanders -- What type of narrative do children prefer in active video games? An exploratory study of cognitive and emotional responses / Amy S. Lu, Richard Buday, Debbie Thompson, Tom Baranowski -- Educational neuroscience and the affective affordances of video games in language learning / Tom Gorham, Jon Gorham -- III. Emotional affordances, videogames, and learning. Affect during instructional video game learning: story's potential role / Osvaldo Jiménez -- Social-emotional learning opportunities in online games for preschoolers / Mariya Nikolayev, Kevin Clark, Stephanie M. Reich -- Dashboard effects challenge flow-learning assumption in digital instructional games / Debbie Denise Reese -- Collaboration and emotion in Way / Karen Schrier, David Shaenfield -- Evaluating the use of a prosocial digital game to identify and compare preschool children's social and emotional skills / Lynne Humphries

     

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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780128017388
    RVK Categories: CV 3600 ; DW 4400 ; MS 7965 ; AP 14800 ; AP 15965
    Subjects: Electronic games; Electronic games; Digital media; Human-computer interaction
  3. Discoveries in gaming and computer-mediated simulations
    new interdisciplinary applications
    Published: c 2011
    Publisher:  Information Science Reference, Hershey, PA

    "This book explores and promotes a deep conceptual and empirical understanding of the roles of electronic games and computer-mediated simulations across multiple disciplines, building a significant bridge between research and practice on electronic... more

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    "This book explores and promotes a deep conceptual and empirical understanding of the roles of electronic games and computer-mediated simulations across multiple disciplines, building a significant bridge between research and practice on electronic gaming and simulations"--Provided by publisher

     

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    Source: Staatsbibliothek zu Berlin
    Language: English
    Media type: Book
    Format: Print
    ISBN: 1609605659; 1609605667; 9781609605650; 9781609605667
    Series: Premier reference source
    Subjects: Computer games; Electronic games
    Scope: xxvii, 408 p, ill., graph. Darst, 29 cm
    Notes:

    Includes bibliographical references and index

  4. 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

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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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    Content information
    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.

  5. Clash of Realities 2010
    Computerspiele: Medien und mehr ... ; [3. International Computer Game Conference "Clash of Realities" (vom 21. 4. bis 23. 4. 2010)]
    Contributor: Kaminski, Winfried (HerausgeberIn); Lorber, Martin (HerausgeberIn)
    Published: [2010]
    Publisher:  Kopaed, München

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    Source: Union catalogues
    Contributor: Kaminski, Winfried (HerausgeberIn); Lorber, Martin (HerausgeberIn)
    Language: German; English
    Media type: Conference proceedings
    Format: Print
    ISBN: 9783867362436
    RVK Categories: DW 4400 ; AP 15963 ; SU 500
    Corporations / Congresses: International Computer Game Conference, 3 (2010, Köln)
    Subjects: Computer games; Computer games; Video games industry; Electronic games
    Scope: 280 Seiten, Illustrationen, Diagramme, 240 mm x 170 mm, 400 g
    Notes:

    Literaturangaben

  6. Computer game worlds
    Author: Pias, Claus
    Published: 2017
    Publisher:  Diaphanes, Zurich

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    Content information
    Source: Union catalogues
    Contributor: Pakis, Valentine (ÜbersetzerIn)
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9783035800128; 9783035800135
    RVK Categories: AP 15963 ; ST 690 ; SU 500
    Edition: 1st edition
    Series: [sequenzia]
    Subjects: Computer games; Computer games; Electronic games
    Scope: 355 Seiten, 24 cm
    Notes:

    Literaturverzeichnis: Seite 327-347

  7. Violent games
    rules, realism, and effect
    Published: 2016
    Publisher:  Bloomsbury Academic, New York

    "Interrogates the nature and meaning of the 'violence' encountered and experienced by game players"-- more

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

     

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    Content information
    Source: Staatsbibliothek zu Berlin
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9781628925616; 9781628925623
    RVK Categories: AP 19563
    Series: Approaches to digital game studies ; volume 3
    Subjects: Violence in video games; Video games; Electronic games
    Scope: x, 274 Seiten, 22 cm
    Notes:

    Includes bibliographical references and index

    Machine generated contents note&&$u-- Preface -- Chapter 1 - Violent Games / Game Violence -- Chapter 2 - Violent Media as a Political Conception -- Chapter 3 - Games as Artifice -- Chapter 4 - Subjective Realism -- Chapter 5 - Performative Inquiry,Intent and Awareness -- Chapter 6 - The Activation of Violence -- Chapter 7 - The Aestheticisation of Violence -- Chapter 8 - Undeniable Content and Serious Intent -- Chapter 9 - Adopting a Configurative Sensibility -- Bibliography -- Index

  8. First person
    new media as story, performance, and game
    Contributor: Wardrip-Fruin, Noah (Hrsg.)
    Published: 2004
    Publisher:  MIT Press, Cambridge, Mass. [u.a.]

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    Content information
    Source: Union catalogues
    Contributor: Wardrip-Fruin, Noah (Hrsg.)
    Language: English
    Media type: Book
    ISBN: 0262232324; 9780262232326; 9780262731751
    Subjects: Electronic games; Computerspiel
    Scope: XIII, 331 S., Ill.
    Notes:

    Ex. mit unterschiedlichen ISBNs

  9. Playing with the past
    digital games and the simulation of history
    Contributor: Kapell, Matthew (Hrsg.)
    Published: 2013
    Publisher:  Bloomsbury, New York [u.a.]

    "Game Studies is a rapidly growing area of contemporary scholarship, yet volumes in the area have tended to focus on more general issues. With Playing with the Past, game studies is taken to the next level by offering a specific and detailed analysis... more

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    "Game Studies is a rapidly growing area of contemporary scholarship, yet volumes in the area have tended to focus on more general issues. With Playing with the Past, game studies is taken to the next level by offering a specific and detailed analysis of one area of digital game play -- the representation of history. The collection focuses on the ways in which gamers engage with, play with, recreate, subvert, reverse and direct the historical past, and what effect this has on the ways in which we go about constructing the present or imagining a future. What can World War Two strategy games teach us about the reality of this complex and multifaceted period? Do the possibilities of playing with the past change the way we understand history? If we embody a colonialist's perspective to conquer 'primitive' tribes in Colonization, does this privilege a distinct way of viewing history as benevolent intervention over imperialist expansion? The fusion of these two fields allows the editors to pose new questions about the ways in which gamers interact with their game worlds. Drawing these threads together, the collection concludes by asking whether digital games - which represent history or historical change - alter the way we, today, understand history itself"--

     

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    Content information
    Source: Union catalogues
    Contributor: Kapell, Matthew (Hrsg.)
    Language: English
    Media type: Book
    ISBN: 9781623566142; 9781623567286
    Subjects: History; Electronic games; Geschichte; Computerspiel
    Scope: XI, 388 S., Illustrationen, 24 cm
    Notes:

    Machine generated contents note: --

    Acknowledgements1. Introduction: To Build a Past that Will "Stand the Test of Time": Discovering Historical Facts, Assembling Historical Narratives, Andrew B.R. Elliott and Matthew Wilhelm Kapell Part I: History as a Process: Teleology, Causation and Technological Determinism2. The Same River Twice: Historical Representation and the Value of Exploring Societal Concepts in the Total War, Civilization, and Age of Empires Franchises, Rolfe Daus Peterson, Andrew Miller and Sean Joseph Fedorko 3. What is "Old" in Videogames? Dan Reynolds 4. "Affording History": Applying the Ecological Approach to Historical Videogames, Adam Chapman Part II: History written by the West: Self, Other and Non-Western History5. Phantasms of Rome: Video Games and Cultural Identity, Emily Joy Bembeneck 6. Modeling Indigenous Peoples: Unpacking Ideology in Sid Meier's Colonization, Rebecca Mir and Trevor Owens 7.

    Dominance and The Aztec Empire: Representations in Age of Empires II and Medieval Total War II, Joshua D. Holdenried with Nicolas Tre;panier8. From History to Literature to Game: Three Kingdoms and the Cultural Significance of Asian History, Hyuk-chan Kwon 9. Falling in Love with History: Japanese Girls and Otome Games, Kazumi Hasegawa Part III: User-Generated History: Realism, Authenticity and the Playable Past10. Selective Authenticity and the Playable Past, Andrew J. Salvati and Jonathan M. Bullinger 11. The Promise of Simulation: Realism, Authenticity, Virtuality, Josef Kustlbauer 12. Modding the Historians' Code: Historical Verisimilitude and the Counterfactual Imagination, Tom Apperley 13. Modding as Historical Reenactment: A Case Study of the Battlefield Series, Gareth CrabtreePart IV: The Politics of Representation: Authenticity and Realism14. Historical Veneers: Anachronism, Simulation and History in Assassin's Creed II, Douglas N. Dow 15. Air Power vs.

    Processing Power: Technology and Narrative Possibilities in WWI Video Gaming, Andrew Wackerfuss 16. Videogames in the popular Culture of Remembrance of the Cold War: A Case Study of Call of Duty: Black Ops, Clemens Reisner 17. Refighting the Cold War: Video Games and Speculative History, Marcus SchulzkePart V: Looking Back on the End of the World: History as Utopian Possibility 18. Strategic Digital Defense: Video Games and Reagan's 'Star Wars' Program, 1980-1987, William M. Knoblauch 19. Fallout and the History of Yesterday's Impossible Tomorrow, Joseph A. November 20. History Out of Time: Fallout's Ironic America, Tom Cutterham21. The Historical Conception of Biohazard in Biohazard, Robert Mejia and Ryuta Komaki22. The Struggle with Gnosis: Ancient Religion and Future Technology in the Xenosaga Series, Erin Evans 23. Conclusion: Playing at True Myths, Engaging with Authentic Histories, Matthew Wilhelm Kapell and Andrew B.R. ElliottIndex

  10. Narrative as virtual reality 2
    revisiting immersion and interactivity in literature and electronic media
    Published: 2015
    Publisher:  Johns Hopkins Univ. Press, Baltimore, MD

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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9781421417974; 9781421417981; 1421417979; 1421417987
    Edition: [Rev. ed.]
    Subjects: Books and reading; Hypertext literature; Electronic games; Interactive multimedia; Virtual reality; Narrative (Rhetoric); Buch; Leseverhalten; Multimedia; Literatur; Elektronische Medien
    Scope: XII, 291 Seiten
    Notes:

    Überarb. Ausg. von: Ryan, Marie-Laure: Narrative as virtual reality

  11. Virtual economies
    design and analysis
    Published: 2014
    Publisher:  MIT Press, Cambridge, Mass.

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    2016/549
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9780262027250
    Series: Information policy series
    Subjects: Electronic games; Shared virtual environments; Virtual reality; Computer-aided design; Computerspiel; Virtuelle Realität; Wirtschaft
    Scope: IX, 294 S., graph. Darst.
    Notes:

    Includes bibliographical references and index

  12. Historia ludens
    the playing historian
    Contributor: Lünen, Alexander von (Herausgeber); Lewis, Katherine J. (Herausgeber); Litherland, Benjamin (Herausgeber); Cullum, P. H. (Herausgeber)
    Published: 2020
    Publisher:  Routledge, New York, NY ; Taylor & Francis Group, London

    "This book aims to further a debate about aspects of 'playing' and 'gaming' in connection with history. Reaching out to academics, professionals and students alike, it pursues a dedicated interdisciplinary approach. Rather than only focusing on how... more

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    "This book aims to further a debate about aspects of 'playing' and 'gaming' in connection with history. Reaching out to academics, professionals and students alike, it pursues a dedicated interdisciplinary approach. Rather than only focusing on how professionals could learn from academics in history, the book also ponders the question of what academics can learn from gaming and playing for their own practice, such as gamification for teaching, or using 'play' as a paradigm for novel approaches into historical scholarship. 'Playing' and 'gaming' are thus understood as a broad cultural phenomenon that cross-pollinates the theory and practice of history and gaming alike"--...

     

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    Source: Union catalogues
    Contributor: Lünen, Alexander von (Herausgeber); Lewis, Katherine J. (Herausgeber); Litherland, Benjamin (Herausgeber); Cullum, P. H. (Herausgeber)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780429345616; 0429345615; 9781000692952; 1000692957
    RVK Categories: NB 3400 ; NB 8000 ; AP 15963
    Series: Routledge approaches to history ; [30]
    Subjects: Computerspiel; Geschichte <Motiv>; Geschichtsbild; Geschichtsbewusstsein; Gamification; Geschichtsunterricht; History; Simulation games in education; Electronic games
    Scope: 1 Online-Ressource (xxiii, 293 pages), illustrations
    Notes:

    Includes bibliographical references and index

  13. Love and electronic affection
    a design primer
    Contributor: Grace, Lindsay (Herausgeber)
    Published: [2020]
    Publisher:  CRC Press, Boca Raton, FL ; Taylor & Francis Group, London

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    Universitätsbibliothek Kassel, Landesbibliothek und Murhardsche Bibliothek der Stadt Kassel
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    Source: Union catalogues
    Contributor: Grace, Lindsay (Herausgeber)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780429429903
    Other identifier:
    Subjects: Computerspiel; Gefühlsempfindung; Design; Electronic games; Computer games; Video games; Love
    Scope: 1 Online-Ressource (ix, 248 Seiten)
    Notes:

    Includes bibliographical references and index

  14. Gaming at the edge
    sexuality and gender at the margins of gamer culture
    Published: 2014
    Publisher:  University of Minnesota Press, Minneapolis ; Oxford University Press, Oxford

    New and heated debates abound over how women, people of colour, LGBT people, and other marginalised groups are represented in video games. Debate stakeholders almost always assume the homogeneity of the video games industry and its audience. Most... more

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    New and heated debates abound over how women, people of colour, LGBT people, and other marginalised groups are represented in video games. Debate stakeholders almost always assume the homogeneity of the video games industry and its audience. Most research on the current debates starts from the assumption that representation matters. In contrast, 'Playing at the Edge' directly interrogates how and why the representation of marginalised groups matters in games.

     

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781452949666
    Other identifier:
    RVK Categories: AP 15963 ; MS 2850 ; MS 3010 ; SU 500
    Subjects: Computerspiel; Geschlechtsidentität; Geschlechterrolle; Sexuelle Orientierung; Video games; Electronic games; Gender identity; Sex role; Sex
    Scope: 1 Online-Ressource (x, 317 pages), Illustrations (black and white)
    Notes:

    Includes bibliographical references and index

  15. Gaming at the edge
    sexuality and gender at the margins of gamer culture
    Published: 2015
    Publisher:  University of Minnesota Press, Minneapolis

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

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

     

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781452943459; 1452943451
    RVK Categories: AP 15963 ; MS 2850 ; MS 3010 ; SU 500
    Series: UPCC book collections on Project MUSE
    Subjects: Computerspiel; Geschlechtsidentität; Geschlechterrolle; Sexuelle Orientierung; Sex; Sex role; Gender identity; Electronic games; Video games; GAMES / Video & Electronic; SOCIAL SCIENCE / Gay Studies; SOCIAL SCIENCE / Media Studies
    Scope: 1 Online-Ressource
  16. Das Spielen an Unterhaltungsautomaten
    eine Untersuchung der Spielgewohnheiten und Spielmotive von Berufsschülern, Berufsfachschülern, Berufsaufbau- und Fachoberschülern im Landkreis Cochem
    Published: 1987
    Publisher:  Schulz-Kirchner, Idstein

    Bayerische Staatsbibliothek
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    Universitätsbibliothek der LMU München
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    OTH- Ostbayerische Technische Hochschule Regensburg, Hochschulbibliothek
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    Source: Union catalogues
    Language: German
    Media type: Dissertation
    ISBN: 392519634X
    RVK Categories: MS 2350 ; MS 6410 ; MS 6530
    Series: Wissenschaftliche Schriften im Wissenschaftlichen Verlag Dr. Schulz-Kirchner : Reihe 5, Beiträge zur Soziologie ; 101
    Subjects: Electronic games; Video games; Vocational school students; Spielverhalten; Berufsschüler; Freizeitverhalten; Jugend; Automatenspiel; Spielautomat; Spielsucht; Schüler; Motivation
    Scope: 292, XXII S., graph. Darst.
    Notes:

    Zugl.: Trier, Univ., Diss.

  17. Virtual economies
    design and analysis
    Published: 2014
    Publisher:  MIT Press, Cambridge, MA

    Contents -- Acknowledgments -- 1 Introduction -- 2 Theories of Human Behavior -- 3 Goods: Material, Digital, Virtual -- 4 Supply and Demand -- 5 Regulating Markets -- 6 Market Power and Pricing -- 7 Methods of Exchange -- 8 Externalities and... more

    Kühne Logistics University – KLU, Bibliothek
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    Contents -- Acknowledgments -- 1 Introduction -- 2 Theories of Human Behavior -- 3 Goods: Material, Digital, Virtual -- 4 Supply and Demand -- 5 Regulating Markets -- 6 Market Power and Pricing -- 7 Methods of Exchange -- 8 Externalities and Secondary Market Trade -- 9 Institutions and Nonmarket Allocation -- 10 Money -- 11 Macroeconomic Design -- 12 Macroeconomic Management -- 13 Policymaking -- 14 Why the Real World Needs Virtual Economy Design -- References -- Index

     

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 0262323311; 9780262323314
    RVK Categories: QR 760
    Series: Information policy
    Subjects: Computer-aided design; Shared virtual environments; Virtual reality; Electronic games
    Scope: Online-Ressource
    Notes:

    Includes bibliographical references and index

    Series forewordAcknowledgements -- Introduction -- Theories of human behavior -- Goods : material, digital, virtual types of goods -- Supply and demand -- Regulating markets -- Market power and pricing -- Methods of exchange -- Externalities and secondary market trade -- Institutions and non-market allocation -- Money -- Macroeconomic design -- Macroeconomic management -- Policy making -- Why the real world needs virtual economy design -- Notes -- References -- Index.

  18. Violent games
    rules, realism, and effect
    Published: 2016
    Publisher:  Bloomsbury Academic, New York ; Bloomsbury Publishing, London

    "Interrogates the nature and meaning of the 'violence' encountered and experienced by game players."-- Machine generated contents note: -- Preface -- Chapter 1 - Violent Games / Game Violence -- Chapter 2 - Violent Media as a Political Conception --... more

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    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
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    "Interrogates the nature and meaning of the 'violence' encountered and experienced by game players."-- Machine generated contents note: -- Preface -- Chapter 1 - Violent Games / Game Violence -- Chapter 2 - Violent Media as a Political Conception -- Chapter 3 - Games as Artifice -- Chapter 4 - Subjective Realism -- Chapter 5 - Performative Inquiry,Intent and Awareness -- Chapter 6 - The Activation of Violence -- Chapter 7 - The Aestheticisation of Violence -- Chapter 8 - Undeniable Content and Serious Intent -- Chapter 9 - Adopting a Configurative Sensibility -- Bibliography -- Index

     

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    Content information
    Source: Staatsbibliothek zu Berlin
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781501304897; 9781628925609; 9781628925593
    Other identifier:
    RVK Categories: AP 19563
    Series: Approaches to digital game studies ; 3
    Subjects: Violence in video games; Video games; Electronic games; Video games; Electronic games; Violence in video games
    Scope: 1 Online-Ressource (x, 278 pages)
    Notes:

    Includes bibliographical references and index

  19. Second person
    role-playing and story in games and playable media
    Contributor: Harrigan, Pat (Hrsg.)
    Published: 2007
    Publisher:  MIT Press, Cambridge, Mass. [u.a.]

    Universität Potsdam, Universitätsbibliothek
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    Source: Union catalogues
    Contributor: Harrigan, Pat (Hrsg.)
    Language: English
    Media type: Book
    Format: Print
    ISBN: 0262083566; 9780262083560
    Other identifier:
    2006046216
    RVK Categories: SU 500
    Subjects: Electronic games; Role playing; Interactive multimedia; Rollenspiel; Computerspiel; Electronic games; Role playing; Interactive multimedia
    Scope: XV, 408 S., zahlr. Ill., 23 cm
    Notes:

    Includes bibliographical references and index. - Formerly CIP

  20. Das Spiel mit dem Medium
    Partizipation - Immersion - Interaktion ; [zur Teilhabe an den Medien von Kunst bis Computerspiel]
    Contributor: Neitzel, Britta (Hrsg.)
    Published: 2006
    Publisher:  Schüren-Verlag, Marburg

    Universität Potsdam, Universitätsbibliothek
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    Content information
    Source: Union catalogues
    Contributor: Neitzel, Britta (Hrsg.)
    Language: German; English
    Media type: Book
    Format: Print
    ISBN: 3894724412; 9783894724412
    Other identifier:
    9783894724412
    RVK Categories: AP 13500 ; AP 14000 ; AP 15963 ; DW 4400 ; AP 18200
    Series: Schriftenreihe der Gesellschaft für Medienwissenschaft ; 14
    Subjects: Electronic games
    Scope: 371 S., Ill., graph. Darst., 22 cm
    Notes:

    Literaturangaben

  21. Nutzung von Medienspielen - Spiele der Mediennutzer
    [die Beiträge wurden auf der Tagung der Fachgruppe Rezeptionsforschung der Deutschen Gesellschaft für Publizistik- und Kommunikationswissenschaft (DGPuK) im Jahr 2002 in Hannover erstmals vorgestellt ...]
    Contributor: Rössler, Patrick (Hrsg.)
    Published: 2004
    Publisher:  Fischer, München

    Der Begriff "Spiel" kann zugleich ein Medienangebot und eine Rezeptionsweise charakterisieren: Auf Angebotsseite von den Produzenten als solche definiert, laden Spiele die Rezipienten zu einer entsprechenden Rezeptionserfahrung ein. Spielerische... more

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
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    Der Begriff "Spiel" kann zugleich ein Medienangebot und eine Rezeptionsweise charakterisieren: Auf Angebotsseite von den Produzenten als solche definiert, laden Spiele die Rezipienten zu einer entsprechenden Rezeptionserfahrung ein. Spielerische Rezeptionsweisen müssen aber nicht zwingend ihren Ausgangspunkt in spielerischen Medienangeboten haben. Spiel kann in vielen Kontexten entstehen. Wie Menschen ihre (Medien-)Spiele erleben und mit ihnen umgehen und welche Wirkungen daraus resultieren, ist Gegenstand dieses Bandes. Er leistet insofern einen Beitrag zur systematischen Beschäftigung mit diesem Kommunikationswissenschaftlich noch wenig bearbeiteten Thema und eröffnet damit ein weites und viel versprechendesForschungsfeld. Der vorliegende Band beschäftigt sich mit Spielen und spielerischer Rezeption, und macht dabei klassische Forschungsgebiete der Kommunikationswissenschaft, wie etwa die Selective-Exposure-Forschung, die Wirkungsforschung oder den Uses-and-Gratifications-Ansatz für dieses neue Themenfeld nutzbar

     

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    Source: Staatsbibliothek zu Berlin
    Contributor: Rössler, Patrick (Hrsg.)
    Language: German
    Media type: Book
    Format: Print
    ISBN: 388927370X
    RVK Categories: AP 16300 ; AP 17080 ; DW 4400 ; AP 17000 ; MS 6530 ; MS 7960
    Series: Reihe Rezeptionsforschung ; 6
    Subjects: Mass media; Mass media; Mass media and sports; Mass media and sports; Game shows; Game shows; Quiz shows; Quiz shows; Electronic games; Electronic games
    Scope: 165 S., graph. Darst., 21 cm
    Notes:

    Literaturangaben

  22. Historia ludens
    the playing historian
    Contributor: Lünen, Alexander von (HerausgeberIn); Lewis, Katherine J. (HerausgeberIn); Litherland, Benjamin (HerausgeberIn); Cullum, P. H. (HerausgeberIn)
    Published: [2020]; © 2020
    Publisher:  Routledge, Taylor & Francis Group, New York

    A quantitative study of historical videogames (1981-2015) / Yannick Rochat -- "The British Empire would gain new strength from nursery floors" : depictions of travel and place in nineteenth-century British board games / Holly Nielsen -- Designing and... more

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
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    A quantitative study of historical videogames (1981-2015) / Yannick Rochat -- "The British Empire would gain new strength from nursery floors" : depictions of travel and place in nineteenth-century British board games / Holly Nielsen -- Designing and using digital games as historical learning contexts for primary school classrooms / Juan Hiriart -- Grand theft longboat : using videogames and medievalism to teach medieval history / Katherine J. Lewis -- The great history conundrum : could immersive games enhance an undergraduate "skills" course? / Alex Moseley -- Play as a technique for history in higher education / Pat Cullum -- The heritage game / Luke Holmes -- Respawning the past / Robert Whitaker -- Playing against the past? : representing the play element of historical cultures in videogames / Adam Chapman -- Fantasies of control : modding for ethnic violence and Nazi fetishism in historical strategy games / Andrew J. Salvati -- Charlemagne at the Battle of Gettysburg : video games and the Middle Ages / Andrew B.R. Elliott -- History, fandom, and online game communities / Nick Webber and E. Charlotte Stevens -- Ye olde FAQ : the Darklands game, immersiveness and fan fiction / Alexander von Lünen -- Arnold Hendrick on Darklands / Matt Barton and Arnold J. Hendrick -- Shooting for accuracy : historicity and video gaming / Lisa Traynor and Jonathan Ferguson -- Modern warfare : Call of duty, Battlefield, and the World Wars / Chris Kempshall -- "Man Spielt Nicht Mit Hakenkreuzen!' : imaginations of the Holocaust and crimes against humanity during World War II in digital games / Eugen Pfister. "This book aims to further a debate about aspects of 'playing' and 'gaming' in connection with history. Reaching out to academics, professionals and students alike, it pursues a dedicated interdisciplinary approach. Rather than only focusing on how professionals could learn from academics in history, the book also ponders the question of what academics can learn from gaming and playing for their own practice, such as gamification for teaching, or using 'play' as a paradigm for novel approaches into historical scholarship. 'Playing' and 'gaming' are thus understood as a broad cultural phenomenon that cross-pollinates the theory and practice of history and gaming alike"--

     

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    Content information
    Source: Staatsbibliothek zu Berlin
    Contributor: Lünen, Alexander von (HerausgeberIn); Lewis, Katherine J. (HerausgeberIn); Litherland, Benjamin (HerausgeberIn); Cullum, P. H. (HerausgeberIn)
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780367363864
    RVK Categories: NB 3400
    Series: Routledge approaches to history
    Subjects: History; Simulation games in education; Electronic games
    Scope: xxiii, 293 Seiten, Illustrationen, Diagramme
    Notes:

    Includes bibliographical references and index

  23. Discoveries in gaming and computer-mediated simulations
    new interdisciplinary applications
    Published: c 2011
    Publisher:  Information Science Reference, Hershey, PA

    "This book explores and promotes a deep conceptual and empirical understanding of the roles of electronic games and computer-mediated simulations across multiple disciplines, building a significant bridge between research and practice on electronic... more

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
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    "This book explores and promotes a deep conceptual and empirical understanding of the roles of electronic games and computer-mediated simulations across multiple disciplines, building a significant bridge between research and practice on electronic gaming and simulations"--Provided by publisher

     

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    Source: Staatsbibliothek zu Berlin
    Language: English
    Media type: Book
    Format: Print
    ISBN: 1609605659; 1609605667; 9781609605650; 9781609605667
    Parent title:
    Series: Premier reference source
    Subjects: Computer games; Electronic games
    Scope: xxvii, 408 p, ill., graph. Darst, 29 cm
    Notes:

    Includes bibliographical references and index

  24. Handbuch Medien: Computerspiele
    Published: 1997
    Publisher:  Bundeszentrale für Polit. Bildung, Bonn

    Fortbildungsinstitut der Bayerischen Polizei, Bibliothek
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    Universitätsbibliothek Bamberg
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    Universitätsbibliothek Bayreuth
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    Hochschule Coburg, Zentralbibliothek
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    Bayerische Staatsbibliothek
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    Universitätsbibliothek der LMU München
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    Universitätsbibliothek Würzburg
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    Source: Union catalogues
    Language: German
    Media type: Book
    ISBN: 3893313028
    RVK Categories: AP 17080 ; DP 2600 ; DW 4400
    Subjects: Gesellschaft; Electronic games; Computerspiel; Medienpädagogik
    Scope: 366 S., Ill., graph. Darst.
  25. Making games
    with JavaScript
    Published: [2016]; © 2016
    Publisher:  Apress, New York, NY

    Universitätsbibliothek Würzburg
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    Content information
    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9781484224922; 1484224922
    RVK Categories: ST 324
    Subjects: JavaScript (Computer program language); Electronic games; Programmierung; Computerspiel; JavaScript
    Scope: xi, 82 Seiten, Illustrationen