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Displaying results 1 to 23 of 23.

  1. Video kids
    making sense of Nintendo
  2. Exploring the cognitive, social, cultural, and psychological aspects of gaming and simulations
    Contributor: Dubbels, Brock Randall (Publisher)
    Published: [2019]
    Publisher:  IGI Global, Hershey, Pennsylvania

    "This book explores the theoretical and empirical understanding of electronic games and computer-mediated simulations. It also promotes a deep conceptual and empirical understanding of the roles of electronic games and computer-mediated simulations... more

    TU Berlin, Universitätsbibliothek
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    "This book explores the theoretical and empirical understanding of electronic games and computer-mediated simulations. It also promotes a deep conceptual and empirical understanding of the roles of electronic games and computer-mediated simulations across multiple disciplines"--

     

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    Volltex (URL des Erstveröffentlichers)
    Source: Union catalogues
    Contributor: Dubbels, Brock Randall (Publisher)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781522574620
    Other identifier:
    Subjects: Video games / Psychological aspects; Computer games / Psychological aspects; Simulation games / Psychological aspects; Computerspiel; Lernen; Psychologie
    Scope: 1 Online-Ressource (18 PDFs (xxiv, 333 pages))
    Notes:

    Description based on title screen (IGI Global, viewed 11/28/2018)

  3. Video games and creativity
    Contributor: Green, Garo P. (Publisher); Kaufman, James C. (Publisher)
    Published: [2015]; © 2015
    Publisher:  Elsevier, Amsterdam

    Technische Hochschule Augsburg
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    Source: Union catalogues
    Contributor: Green, Garo P. (Publisher); Kaufman, James C. (Publisher)
    Language: English
    Media type: Book
    ISBN: 9780128014622; 0128014628
    RVK Categories: CR 5000
    Series: Explorations in creativity research
    Subjects: Creative ability; Video games and children; Video games / Psychological aspects; Psychologie; Video games; Creative ability; Video games and children; Video games; Kreativität; Computerspiel
    Scope: xx, 309 Seiten, Illustrationen, 24 cm
    Notes:

    Includes bibliographical references and index

  4. A play of bodies
    how we perceive videogames
    Published: [2018]
    Publisher:  The MIT Press, Cambridge, Massachusetts ; London, England

    An investigation of the embodied engagement between the playing body and the videogame: how player and game incorporate each other. Our bodies engage with videogames in complex and fascinating ways. Through an entanglement of eyes-on-screens,... more

    THD - Technische Hochschule Deggendorf, Hochschulbibliothek
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    An investigation of the embodied engagement between the playing body and the videogame: how player and game incorporate each other. Our bodies engage with videogames in complex and fascinating ways. Through an entanglement of eyes-on-screens, ears-at-speakers, and muscles-against-interfaces, we experience games with our senses. But, as Brendan Keogh argues in A Play of Bodies , this corporal engagement goes both ways; as we touch the videogame, it touches back, augmenting the very senses with which we perceive. Keogh investigates this merging of actual and virtual bodies and worlds, asking how our embodied sense of perception constitutes, and becomes constituted by, the phenomenon of videogame play. In short, how do we perceive videogames? Keogh works toward formulating a phenomenology of videogame experience, focusing on what happens in the embodied engagement between the playing body and the videogame, and anchoring his analysis in an eclectic series of games that range from mainstream to niche titles. Considering smartphone videogames, he proposes a notion of co-attentiveness to understand how players can feel present in a virtual world without forgetting that they are touching a screen in the actual world. He discusses the somatic basis of videogame play, whether games involve vigorous physical movement or quietly sitting on a couch with a controller; the sometimes overlooked visual and audible pleasures of videogame experience; and modes of temporality represented by character death, failure, and repetition. Finally, he considers two metaphorical characters: the "hacker," representing the hegemonic, masculine gamers concerned with control and configuration; and the "cyborg," less concerned with control than with embodiment and incorporation

     

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  5. Exploring the cognitive, social, cultural, and psychological aspects of gaming and simulations
    Contributor: Dubbels, Brock Randall (Publisher)
    Published: [2019]
    Publisher:  IGI Global, Hershey, PA

    "This book explores the theoretical and empirical understanding of electronic games and computer-mediated simulations. It also promotes a deep conceptual and empirical understanding of the roles of electronic games and computer-mediated simulations... more

    THD - Technische Hochschule Deggendorf, Hochschulbibliothek
    Unlimited inter-library loan, copies and loan
    Universität der Bundeswehr München, Universitätsbibliothek
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    "This book explores the theoretical and empirical understanding of electronic games and computer-mediated simulations. It also promotes a deep conceptual and empirical understanding of the roles of electronic games and computer-mediated simulations across multiple disciplines"--

     

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    Volltext (URL des Erstveröffentlichers)
    Source: Union catalogues
    Contributor: Dubbels, Brock Randall (Publisher)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781522574620
    RVK Categories: DW 4400
    Subjects: Video games / Psychological aspects; Computer games / Psychological aspects; Simulation games / Psychological aspects; Lernen; Psychologie; Computerspiel
    Scope: 1 Online-Ressource
    Notes:

    Chapter 1. Requirements-based design of serious games and learning software: an introduction to the vegas effect -- Chapter 2. Design principles for online role play simulations to address groupthink tendency in professional training: an exploration -- Chapter 3. Virtual standardized patients for interactive conversational training: a grand experiment and new approach -- Chapter 4. Investigating epistemic stances in game play through learning analytics -- Chapter 5. If the gear fits, spin it again!: embodied education, design components, and in-play assessments -- Chapter 6. Monster mischief: a game-based assessment of selective sustained attention in young children -- Chapter 7. A digital game for undergraduate calculus: immersion, calculation, and conceptual understanding -- Chapter 8. "Nervousness and maybe even some regret": videogames and the cognitive-affective model of historical empathy -- Chapter 9. Using notions of "play" over the life course to inform game design for older populations -- Chapter 10. An extended study on training and physical exercise in esports

  6. The video game debate 2
    revisiting the physical, social, and psychological effects of video games
    Contributor: Kowert, Rachel (Publisher); Quandt, Thorsten (Publisher)
    Published: 2021; © 2021
    Publisher:  Routledge, New York, NY

    "This student-friendly book provides an accessible overview of the primary debates about the effects of video games. It expands on the original The Video Game Debate to address the new technologies that have emerged within the field of game studies... more

    Universitätsbibliothek Erlangen-Nürnberg, Hauptbibliothek
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    "This student-friendly book provides an accessible overview of the primary debates about the effects of video games. It expands on the original The Video Game Debate to address the new technologies that have emerged within the field of game studies over the last few years. Debates about the negative effects of video game play have been evident since their introduction in the 1970s, but the advent of online and mobile gaming has revived these concerns, reinvigorating old debates and generating brand new ones. The Video Game Debate 2 draws from the latest research findings from the top scholars of digital games research to address these concerns. The book explores key developments such as virtual and augmented reality, the use of micro-transactions, the integration of loot boxes, and the growth of mobile gaming and games for change (serious games). Furthermore, several new chapters explore contemporary debates around e-sports, gamification, sex and gender discrimination in games, and the use of games in therapy. This book offers students and scholars of games studies and digital media, as well as policymakers, the essential information they need to participate in the debate"--

     

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    Volltext (URL des Erstveröffentlichers)
    Source: Union catalogues
    Contributor: Kowert, Rachel (Publisher); Quandt, Thorsten (Publisher)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780429351815; 042935181X; 9781000224245; 1000224244
    Other identifier:
    RVK Categories: AP 15963
    Subjects: Video games / History; Video games / Social aspects; Video games / Psychological aspects; Medienpädagogik; Videospiel
    Scope: 1 Online Ressource
    Notes:

    Revision of the author's Video game debate

    Description based on online resource; title from digital title page (viewed on March 31, 2022)

  7. Video games and creativity
    Contributor: Green, Garo P. (Publisher); Kaufman, James C. (Publisher)
    Published: [2015]; © 2015
    Publisher:  Academic Press, is an imprint of Elsevier, Amsterdam

    Video games have become an increasingly ubiquitous part of society due to the proliferation and use of mobile devices. Video Games and Creativity explores research on the relationship between video games and creativity with regard to play, learning,... more

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
    Unlimited inter-library loan, copies and loan

     

    Video games have become an increasingly ubiquitous part of society due to the proliferation and use of mobile devices. Video Games and Creativity explores research on the relationship between video games and creativity with regard to play, learning, and game design. It answers such questions as: Can video games be used to develop or enhance creativity?Is there a place for video games in the classroom?What types of creativity are needed to develop video games? While video games can be sources of entertainment, the role of video games in the classroom has emerged as an important component of improving the education system. The research and development of game-based learning has revealed the power of using games to teach and promote learning. In parallel, the role and importance of creativity in everyday life has been identified as a requisite skill for success

     

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    Volltext (URL des Erstveröffentlichers)
    Source: Union catalogues
    Contributor: Green, Garo P. (Publisher); Kaufman, James C. (Publisher)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780128017050
    Other identifier:
    RVK Categories: CR 5000
    Subjects: Creative ability; Video games / Design; Video games / Psychological aspects; Psychologie; Video games; Video games; Creative ability; Kreativität; Computerspiel
    Scope: 1 Online-Ressource (xx, 309 Seiten), Illustrationen
  8. Exploring the cognitive, social, cultural, and psychological aspects of gaming and simulations
    Contributor: Dubbels, Brock Randall (Publisher)
    Published: [2019]
    Publisher:  IGI Global, Hershey, Pennsylvania

    "This book explores the theoretical and empirical understanding of electronic games and computer-mediated simulations. It also promotes a deep conceptual and empirical understanding of the roles of electronic games and computer-mediated simulations... more

    Hochschulbibliothek Ansbach
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    THD - Technische Hochschule Deggendorf, Hochschulbibliothek
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    "This book explores the theoretical and empirical understanding of electronic games and computer-mediated simulations. It also promotes a deep conceptual and empirical understanding of the roles of electronic games and computer-mediated simulations across multiple disciplines"--

     

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    Volltex (URL des Erstveröffentlichers)
    Source: Union catalogues
    Contributor: Dubbels, Brock Randall (Publisher)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781522574620
    Other identifier:
    Subjects: Video games / Psychological aspects; Computer games / Psychological aspects; Simulation games / Psychological aspects; Computerspiel; Lernen; Psychologie
    Scope: 1 Online-Ressource (18 PDFs (xxiv, 333 pages))
    Notes:

    Description based on title screen (IGI Global, viewed 11/28/2018)

  9. Video kids
    making sense of Nintendo
    Published: 1991
    Publisher:  Harvard University Press, Cambridge, Massachusetts ; London, England

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
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  10. Half-real
    video games between real rules and fictional worlds
    Author: Juul, Jesper
    Published: 2011
    Publisher:  MIT Press, Cambridge, Mass. [u.a.]

    Technische Hochschule Augsburg
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9780262516518; 0262516519
    RVK Categories: AP 15963 ; AP 99550 ; DW 4200 ; SU 500
    Edition: 1. MIT Press aperback edition
    Subjects: Video games / Rules; Video games / Psychological aspects; Psychologie; Computerspiel; Spielregel; Videospiel; Virtuelle Realität
    Scope: IX, 233 Seiten, Illustrationen, Diagramme, 23 cm
    Notes:

    Literaturverzeichnis Seite [211] - 225

    Includes bibliographical references and index

  11. Narrative pleasures in young adult novels, films, and video games
    Published: 2011
    Publisher:  Palgrave Macmillan, New York

    Universitätsbibliothek Regensburg
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780230293007; 9780230316621
    Other identifier:
    RVK Categories: EC 8307 ; EC 8308 ; HG 729
    Subjects: Film; Psychologie; Young adult fiction; Narration (Rhetoric); Discourse analysis, Narrative; Rhetoric and psychology; Motion pictures; Video games; Media literacy; Young adult fiction / History and criticism; Motion pictures / Psychological aspects; Video games / Psychological aspects; Rezeption; Videospiel; Jugend; Jugendfilm; Film; Erzähltechnik; Jugendroman
    Scope: 1 Online-Ressource (xiii, 258 p.)
    Notes:

    Includes bibliographical references and index

    Asking the questions: how we understand stories -- Beginning: designing the project -- Thinking it through: theoretical frameworks -- Paying attention: provisional observations and inferences -- Entering the fiction: the subjunctive and the deictic centre -- Orienting: finding the way forward -- Filling gaps: inferences, closure, and affect linking -- Making progress or making do: the unconsidered middle -- Concluding: reaching provisional and final judgments -- Inhabiting the story: comparative perspectives -- Understanding narrative interpretation

  12. Keys to play
    music as a ludic medium from Apollo to Nintendo
    Published: [2016]; ©2016
    Publisher:  University of California Press, Oakland, California

    "How do keyboards make music playable? Drawing on theories of media, systems, and cultural techniques, Keys to play spans Greek myth and contemporary Japanese digital games to chart an archaeology of musical play and its animation via improvisation,... more

    Hochschulbibliothek der Fachhochschule Aachen
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    "How do keyboards make music playable? Drawing on theories of media, systems, and cultural techniques, Keys to play spans Greek myth and contemporary Japanese digital games to chart an archaeology of musical play and its animation via improvisation, performance, and recreation. As a paradigmatic digital interface, the keyboard forms a field of play on which the book's diverse objects of inquiry--from clavichords to PCs and eighteenth-century musical dice games to the latest rhythm-action titles--enter into analogical relations. Remapping the keyboard's topography by way of Mozart and Super Mario, who head an expansive cast of historical and virtual actors, Keys to play invites readers to unlock ludic dimensions of music that are at once old and new."--Provided by publisher

     

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    Volltext (Kostenfrei)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780520965096; 0520965094
    Subjects: Music / Performance / History; Keyboards (Music) / History; Video games / Psychological aspects; Play (Philosophy); Video games; Music; Keyboards (Music)
    Scope: 1 Online-Ressource (xvi, 453 pages)
  13. Half-real
    video games between real rules and fictional worlds
    Author: Juul, Jesper
    Published: 2011
    Publisher:  MIT Press, Cambridge, Mass. [u.a.]

    Europa-Universität Viadrina, Universitätsbibliothek
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9780262516518; 0262516519
    RVK Categories: AP 15963 ; AP 99550 ; DW 4200 ; SU 500
    Edition: 1. MIT Press aperback edition
    Subjects: Video games / Rules; Video games / Psychological aspects; Psychologie; Computerspiel; Spielregel; Videospiel; Virtuelle Realität
    Scope: IX, 233 Seiten, Illustrationen, Diagramme, 23 cm
    Notes:

    Literaturverzeichnis Seite [211] - 225

    Includes bibliographical references and index

  14. Serious games, exergames, exerlearning
    zur Transmedialisierung und Gamification des Wissenstransfers
    Contributor: Freyermuth, Gundolf S. (Publisher); Gotto, Lisa (Publisher); Wallenfels, Fabian (Publisher)
    Published: [2013]; © 2013
    Publisher:  transcript Verlag, Bielefeld

    Access:
    Verlag (lizenzpflichtig)
    Alice Salomon Hochschule Berlin, Bibliothek
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    Freie Universität Berlin, Universitätsbibliothek
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    Source: Philologische Bibliothek, FU Berlin
    Contributor: Freyermuth, Gundolf S. (Publisher); Gotto, Lisa (Publisher); Wallenfels, Fabian (Publisher)
    Language: German
    Media type: Conference proceedings
    Format: Online
    ISBN: 9783839421666
    Other identifier:
    RVK Categories: AP 15946 ; AP 15963 ; DW 4400 ; CP 5200
    Corporations / Congresses: Fachkonferenz "Sportlich spielend lernen: Lehren und Lernen mit Exergames?" (2011, Köln)
    Series: Bild und Bit ; Band 2
    Subjects: Computer games / Psychological aspects; Computer games / Social aspects; Video games / Psychological aspects; Musik; Gesellschaft; Psychologie; Lernspiel; Wissensvermittlung; Computerspiel; Intermedialität
    Scope: 1 Online-Ressource (473 Seiten), Illustrationen, Diagramme
    Notes:

    Aus dem Vorwort: "Den Abschluss fand das Forschungsprojekt im März 2011 mit der zweitägigen Fachkonferenz 'Sportlich spielend lernen: Lehren und Lernen mit Exergames?'"

  15. Introduction to game analysis
    Published: 2015
    Publisher:  Routledge, Taylor & Francis Group, New York

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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780415703277; 9780415703260; 9780203794777
    RVK Categories: AP 15963 ; SU 500
    Subjects: Video games / Evaluation; Video games / Design; Video games / Psychological aspects; Video games / Social aspects
    Scope: xiii, 274 Seiten, Illustrationen
    Notes:

    Hier auch später erschienene, unveränderte Nachdrucke

    Ludografie: Seite 253-263

    Enthält Literaturangaben

  16. Video games and the mind
    essays on cognition, affect and emotion
    Contributor: Perron, Bernard (Publisher); Schröter, Felix (Publisher)
    Published: [2016]
    Publisher:  McFarland & Company, Inc., Publishers, Jefferson, North Carolina ; Proquest, [Ann Arbor]

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    Source: Union catalogues
    Contributor: Perron, Bernard (Publisher); Schröter, Felix (Publisher)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780786499090; 9781476626277
    Subjects: Video games / Psychological aspects; Video games / Design
    Scope: 1 Online-Ressource (viii, 216 Seiten)
    Notes:

    Enthält Literaturangaben

  17. Exploring the cognitive, social, cultural, and psychological aspects of gaming and simulations
    Contributor: Dubbels, Brock Randall (Publisher)
    Published: [2019]
    Publisher:  IGI Global, Hershey, PA

    "This book explores the theoretical and empirical understanding of electronic games and computer-mediated simulations. It also promotes a deep conceptual and empirical understanding of the roles of electronic games and computer-mediated simulations... more

    TU Berlin, Universitätsbibliothek
    Unlimited inter-library loan, copies and loan

     

    "This book explores the theoretical and empirical understanding of electronic games and computer-mediated simulations. It also promotes a deep conceptual and empirical understanding of the roles of electronic games and computer-mediated simulations across multiple disciplines"--

     

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    Content information
    Volltext (URL des Erstveröffentlichers)
    Volltex (URL des Erstveröffentlichers)
    Source: Union catalogues
    Contributor: Dubbels, Brock Randall (Publisher)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781522574620
    RVK Categories: DW 4400
    Subjects: Video games / Psychological aspects; Computer games / Psychological aspects; Simulation games / Psychological aspects; Lernen; Psychologie; Computerspiel
    Scope: 1 Online-Ressource
    Notes:

    Chapter 1. Requirements-based design of serious games and learning software: an introduction to the vegas effect -- Chapter 2. Design principles for online role play simulations to address groupthink tendency in professional training: an exploration -- Chapter 3. Virtual standardized patients for interactive conversational training: a grand experiment and new approach -- Chapter 4. Investigating epistemic stances in game play through learning analytics -- Chapter 5. If the gear fits, spin it again!: embodied education, design components, and in-play assessments -- Chapter 6. Monster mischief: a game-based assessment of selective sustained attention in young children -- Chapter 7. A digital game for undergraduate calculus: immersion, calculation, and conceptual understanding -- Chapter 8. "Nervousness and maybe even some regret": videogames and the cognitive-affective model of historical empathy -- Chapter 9. Using notions of "play" over the life course to inform game design for older populations -- Chapter 10. An extended study on training and physical exercise in esports

  18. Video game play and consciousness
    Contributor: Gackenbach, Jayne (Hrsg.)
    Published: 2012
    Publisher:  Nova Science Publishers, New York

    Universitäts- und Stadtbibliothek Köln, Hauptabteilung
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    Source: Union catalogues
    Contributor: Gackenbach, Jayne (Hrsg.)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781620811276
    Series: Perspectives on cognitive psychology
    Computer science, technology and applications
    Subjects: Video games / Psychological aspects
    Other subjects: Computerspiel; Kognition; Elektronische Ressource
    Scope: XIII, 352 S., Ill., graph. Darst.
    Notes:

    Includes index

  19. The dark side of game play
    controversial issues in playful environments
    Contributor: Mortensen, Torill Elvira (Publisher); Linderoth, Jonas (Publisher); Brown, Ashley M. L. (Publisher)
    Published: 2015
    Publisher:  Routledge, New York ; London

    Freie Universität Berlin, Universitätsbibliothek
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    Volltext (URL des Erstveröffentlichers)
    Source: Philologische Bibliothek, FU Berlin
    Contributor: Mortensen, Torill Elvira (Publisher); Linderoth, Jonas (Publisher); Brown, Ashley M. L. (Publisher)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781315738680
    Other identifier:
    RVK Categories: AP 15963
    Series: Routledge advances in game studies ; 4
    Subjects: Ethik; Psychologie; Video games / Psychological aspects; Video games / Moral and ethical aspects; Violence in video games; Computerspiel; Gewalt
    Scope: 1 Online-Ressource (vi, 272 Seiten), Illustrationen
  20. Serious games, exergames, exerlearning
    zur Transmedialisierung und Gamification des Wissenstransfers
    Contributor: Freyermuth, Gundolf S. (Publisher); Gotto, Lisa (Publisher); Wallenfels, Fabian (Publisher)
    Published: [2013]; © 2013
    Publisher:  transcript Verlag, Bielefeld

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
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    Content information
    Source: Union catalogues
    Contributor: Freyermuth, Gundolf S. (Publisher); Gotto, Lisa (Publisher); Wallenfels, Fabian (Publisher)
    Language: German
    Media type: Conference proceedings
    Format: Online
    ISBN: 9783839421666
    Other identifier:
    Corporations / Congresses: Fachkonferenz "Sportlich spielend lernen: Lehren und Lernen mit Exergames?" (2011, Köln)
    Series: Bild und Bit ; Band 2
    Subjects: Computer games / Psychological aspects; Computer games / Social aspects; Video games / Psychological aspects; Musik; Gesellschaft; Psychologie; Lernspiel; Wissensvermittlung; Computerspiel; Intermedialität
    Scope: 1 Online-Ressource (473 Seiten), Illustrationen, Diagramme
    Notes:

    Aus dem Vorwort: "Den Abschluss fand das Forschungsprojekt im März 2011 mit der zweitägigen Fachkonferenz 'Sportlich spielend lernen: Lehren und Lernen mit Exergames?'"

  21. The dark side of game play
    controversial issues in playful environments
    Contributor: Mortensen, Torill Elvira (Publisher); Linderoth, Jonas (Publisher); Brown, Ashley M. L. (Publisher)
    Published: 2015
    Publisher:  Routledge, New York ; London

    Universitätsbibliothek Augsburg
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    Content information
    Source: Union catalogues
    Contributor: Mortensen, Torill Elvira (Publisher); Linderoth, Jonas (Publisher); Brown, Ashley M. L. (Publisher)
    Language: English
    Media type: Book
    ISBN: 9781138827288
    RVK Categories: AP 15963
    Series: Routledge advances in game studies ; 4
    Subjects: Ethik; Psychologie; Video games / Psychological aspects; Video games / Moral and ethical aspects; Violence in video games; Gewalt; Computerspiel
    Scope: VI, 272 Seiten, Illustrationen
  22. Video games and creativity
    Contributor: Green, Garo P. (Publisher); Kaufman, James C. (Publisher)
    Published: [2015]; © 2015
    Publisher:  Academic Press, is an imprint of Elsevier, Amsterdam

    Video games have become an increasingly ubiquitous part of society due to the proliferation and use of mobile devices. Video Games and Creativity explores research on the relationship between video games and creativity with regard to play, learning,... more

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    Freie Universität Berlin, Universitätsbibliothek
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    Video games have become an increasingly ubiquitous part of society due to the proliferation and use of mobile devices. Video Games and Creativity explores research on the relationship between video games and creativity with regard to play, learning, and game design. It answers such questions as: Can video games be used to develop or enhance creativity?Is there a place for video games in the classroom?What types of creativity are needed to develop video games? While video games can be sources of entertainment, the role of video games in the classroom has emerged as an important component of improving the education system. The research and development of game-based learning has revealed the power of using games to teach and promote learning. In parallel, the role and importance of creativity in everyday life has been identified as a requisite skill for success

     

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    Volltext (URL des Erstveröffentlichers)
    Volltext (lizenzpflichtig)
    Source: Philologische Bibliothek, FU Berlin
    Contributor: Green, Garo P. (Publisher); Kaufman, James C. (Publisher)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780128017050
    Other identifier:
    RVK Categories: CR 5000
    Subjects: Creative ability; Video games / Design; Video games / Psychological aspects; Psychologie; Video games; Video games; Creative ability; Kreativität; Computerspiel
    Scope: 1 Online-Ressource (xx, 309 Seiten), Illustrationen
  23. <<The>> dark side of game play
    controversial issues in playful environments
    Contributor: Mortensen, Torill Elvira (Publisher); Linderoth, Jonas (Publisher); Brown, Ashley M. L. (Publisher)
    Published: 2015
    Publisher:  Routledge, New York

    Export to reference management software   RIS file
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    Content information
    Source: Union catalogues
    Contributor: Mortensen, Torill Elvira (Publisher); Linderoth, Jonas (Publisher); Brown, Ashley M. L. (Publisher)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781315738680
    Other identifier:
    RVK Categories: AP 15963
    Series: Routledge advances in game studies ; 4
    Subjects: Ethik; Psychologie; Video games / Psychological aspects; Video games / Moral and ethical aspects; Violence in video games
    Scope: 1 Online-Ressource (vi, 272 Seiten), Illustrationen