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  1. Playing with Virtuality
    Published: 2013
    Publisher:  Peter Lang GmbH, Frankfurt a.M. ; Peter Lang International Academic Publishers, Bern

    Computer games have fascinated millions of users for more than 30 years. Today, they constitute the strongest sector in the media-entertainment industry and are part of the experience of digital daily life. Computer Game Studies require a deep... more

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    Computer games have fascinated millions of users for more than 30 years. Today, they constitute the strongest sector in the media-entertainment industry and are part of the experience of digital daily life. Computer Game Studies require a deep understanding of functional and communicational mechanisms of games that support the player’s immersion in virtual worlds. Unfortunately, the discussion and the academic research about usage and effects of computer games mostly takes place isolated within different scientific contexts with various theoretical and methodological approaches. Therefore, this anthology combines the perspectives of Media Studies, Game Studies, and Communication Studies, and presents their findings in an interdisciplinary approach.

     

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    Source: Union catalogues
    Contributor: Stoppe, Sebastian
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783653027648
    Other identifier:
    DDC Categories: 793
    Edition: 1st, New ed.
    Series: MedienRausch ; 5
    Subjects: Computerspiel; Analyse
    Scope: 1 Online-Ressource
  2. Playing with virtuality
    theories and methods of computer game studies
    Published: 2013
    Publisher:  PL Academic Research, Frankfurt am Main

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783653027648; 3631640609; 9783631640609
    Series: Medienrausch - Schriftenreihe des Zentrums für Wissenschaft und Forschung ; 5
    Subjects: Gesellschaft; Internet games; Internet games; Internet games; Computerspiel
    Scope: 1 online resource (425 pages), illustrations
    Notes:

    Description based on print version record

  3. Playing with virtuality
    theories and methods of computer game studies
    Contributor: Bigl, Benjamin (HerausgeberIn); Stoppe, Sebastian (HerausgeberIn)
    Published: 2013
    Publisher:  Peter Lang GmbH, Internationaler Verlag der Wissenschaften, Frankfurt am Main

    Computer games have fascinated millions of users for more than 30 years. Today, they constitute the strongest sector in the media-entertainment industry and are part of the experience of digital daily life. Computer Game Studies require a deep... more

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Potsdamer Straße
    No inter-library loan

     

    Computer games have fascinated millions of users for more than 30 years. Today, they constitute the strongest sector in the media-entertainment industry and are part of the experience of digital daily life. Computer Game Studies require a deep understanding of functional and communicational mechanisms of games that support the player’s immersion in virtual worlds. Unfortunately, the discussion and the academic research about usage and effects of computer games mostly takes place isolated within different scientific contexts with various theoretical and methodological approaches. Therefore, this anthology combines the perspectives of Media Studies, Game Studies, and Communication Studies, and presents their findings in an interdisciplinary approach Contents: Florian Kiefer: Involvierung über Involvierungsbrüche. Eine Strukturanalyse zur Beschreibung des Involvierungspotenzials von Call of Duty 4. Modern Warfare 21 – Matthias Stork: The spectacle of the interface: post-cinematic aesthetics in action computer games and films – Antonio José Planells De La Maza: Sorry, but our princess is in another castle! Towards a theory of video games as ludofictional worlds – Rafael Bienia: Das Computer-Rollenspiel-Genre – Stefan Höltgen: Game Circuits. Platform Studies und Medienarchäologie als Methoden zur Erforschung von Computerspielen – Letícia Perani: Playing for serious reasons: brief notes on the influence of games in early HCI history – Gareth Schott/Jasper Van Vught/Raphaël Marczak: Not knowing: locating player experience between ideal and active play – Benjamin Bigl: If the game goes on. Perceived transfer effects from virtual game worlds into everyday life – Sebastian Koch: Is there a blind spot? An empirical study on the awareness for violence in videogames – Anne Mette Thorhauge: Intended and negotiated gameplay: the interpretive power of the player – Danny Pannicke/Rüdiger Zarnekow: Post-Adoption virtueller Welten – Claus Wohlgemuth: A qualitative study on immersion in videogames: avatar-identification as a factor influencing immersion – Janina Maric: Gaming at the e-sport event: Mediatized confrontations (re)negotiating sport, body and media – Arne Schröder: Playing with the avatar: World of Warcraft avatars as play things – David Gause/Volker Gehrau: The effect of real world-cues on the use of online football manager games – Pascaline Lorentz: Video-ludological socialization – Gabriela T. Richard: Gender and gameplay: research and future directions – Juan F. Belmonte: Identity through free choice? The frontiers of sexuality and gender in computer games – Matthew Barr: Computer games and learning: the current state of play – Felix Kronenberg: Computer games as agentive and immersive spaces for language learners – Mirian Checa/Ana Belén García Varela/Natalia Monjelat/David Herrero/Héctor Del Castillo: Participatory culture and skills for new media learning – Michael Filsecker/Michael Kerres: Designing and studying educational games: Limitations of current design and research approaches in game-based learning – Jasper A. Friedrich: Computerspiele und Medienethik. Zur Systematik des Forschungsfeldes – Thomas-Gabriel Rüdiger: Gamecrime und Metacrime - Kriminogene Aspekte virtueller Welten

     

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    Content information
    Volltext (lizenzpflichtig)
    Source: Staatsbibliothek zu Berlin
    Contributor: Bigl, Benjamin (HerausgeberIn); Stoppe, Sebastian (HerausgeberIn)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783653027648
    Other identifier:
    9783653027648
    RVK Categories: SU 500 ; DW 4000 ; AP 15963
    Series: MedienRausch ; 5
    Subjects: Computerspiel; Design
    Scope: 1 Online-Ressource (423 pages)
  4. Playing with virtuality
    theories and methods of computer game studies
    Contributor: Bigl, Benjamin (HerausgeberIn); Stoppe, Sebastian (HerausgeberIn)
    Published: 2013
    Publisher:  Peter Lang GmbH, Internationaler Verlag der Wissenschaften, Frankfurt am Main

    Computer games have fascinated millions of users for more than 30 years. Today, they constitute the strongest sector in the media-entertainment industry and are part of the experience of digital daily life. Computer Game Studies require a deep... more

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
    Unlimited inter-library loan, copies and loan

     

    Computer games have fascinated millions of users for more than 30 years. Today, they constitute the strongest sector in the media-entertainment industry and are part of the experience of digital daily life. Computer Game Studies require a deep understanding of functional and communicational mechanisms of games that support the player’s immersion in virtual worlds. Unfortunately, the discussion and the academic research about usage and effects of computer games mostly takes place isolated within different scientific contexts with various theoretical and methodological approaches. Therefore, this anthology combines the perspectives of Media Studies, Game Studies, and Communication Studies, and presents their findings in an interdisciplinary approach Contents: Florian Kiefer: Involvierung über Involvierungsbrüche. Eine Strukturanalyse zur Beschreibung des Involvierungspotenzials von Call of Duty 4. Modern Warfare 21 – Matthias Stork: The spectacle of the interface: post-cinematic aesthetics in action computer games and films – Antonio José Planells De La Maza: Sorry, but our princess is in another castle! Towards a theory of video games as ludofictional worlds – Rafael Bienia: Das Computer-Rollenspiel-Genre – Stefan Höltgen: Game Circuits. Platform Studies und Medienarchäologie als Methoden zur Erforschung von Computerspielen – Letícia Perani: Playing for serious reasons: brief notes on the influence of games in early HCI history – Gareth Schott/Jasper Van Vught/Raphaël Marczak: Not knowing: locating player experience between ideal and active play – Benjamin Bigl: If the game goes on. Perceived transfer effects from virtual game worlds into everyday life – Sebastian Koch: Is there a blind spot? An empirical study on the awareness for violence in videogames – Anne Mette Thorhauge: Intended and negotiated gameplay: the interpretive power of the player – Danny Pannicke/Rüdiger Zarnekow: Post-Adoption virtueller Welten – Claus Wohlgemuth: A qualitative study on immersion in videogames: avatar-identification as a factor influencing immersion – Janina Maric: Gaming at the e-sport event: Mediatized confrontations (re)negotiating sport, body and media – Arne Schröder: Playing with the avatar: World of Warcraft avatars as play things – David Gause/Volker Gehrau: The effect of real world-cues on the use of online football manager games – Pascaline Lorentz: Video-ludological socialization – Gabriela T. Richard: Gender and gameplay: research and future directions – Juan F. Belmonte: Identity through free choice? The frontiers of sexuality and gender in computer games – Matthew Barr: Computer games and learning: the current state of play – Felix Kronenberg: Computer games as agentive and immersive spaces for language learners – Mirian Checa/Ana Belén García Varela/Natalia Monjelat/David Herrero/Héctor Del Castillo: Participatory culture and skills for new media learning – Michael Filsecker/Michael Kerres: Designing and studying educational games: Limitations of current design and research approaches in game-based learning – Jasper A. Friedrich: Computerspiele und Medienethik. Zur Systematik des Forschungsfeldes – Thomas-Gabriel Rüdiger: Gamecrime und Metacrime - Kriminogene Aspekte virtueller Welten

     

    Export to reference management software   RIS file
      BibTeX file
    Content information
    Volltext (lizenzpflichtig)
    Source: Staatsbibliothek zu Berlin
    Contributor: Bigl, Benjamin (HerausgeberIn); Stoppe, Sebastian (HerausgeberIn)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783653027648
    Other identifier:
    9783653027648
    RVK Categories: SU 500 ; DW 4000 ; AP 15963
    Series: MedienRausch ; 5
    Subjects: Computerspiel; Design
    Scope: 1 Online-Ressource (423 pages)
  5. Playing with Virtuality
    Theories and Methods of Computer Game Studies
    Contributor: Stoppe, Sebastian (Herausgeber); Bigl, Benjamin (Herausgeber)
    Published: 2013
    Publisher:  Peter Lang GmbH, Internationaler Verlag der Wissenschaften, Frankfurt

    Export to reference management software   RIS file
      BibTeX file
    Source: Union catalogues
    Contributor: Stoppe, Sebastian (Herausgeber); Bigl, Benjamin (Herausgeber)
    Language: German
    Media type: Ebook
    Format: Online
    ISBN: 9783653027648
    Other identifier:
    9783653027648
    Series: MedienRausch ; 5
    Subjects: Computerspiel; Online-Spiel; E-Sport
    Other subjects: (Produktform)Electronic book text; (Zielgruppe)Fachpublikum/ Wissenschaft; Computerspiele; Onlinekommunikation; Medienethik; Medienwirkung; (VLB-WN)9740; (BISAC Subject Heading)ART043000; (BIC Subject Heading)CBP
    Scope: Online-Ressource
    Notes:

    Lizenzpflichtig