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  1. Games and bereavement: how video games represent attachment, loss, and grief
    Published: 2019
    Publisher:  SSOAR, GESIS – Leibniz-Institut für Sozialwissenschaften e.V., Mannheim ; transcript Verlag, Bielefeld

    Abstract: How can videogames portray love and loss? Games and Bereavement answers this question by looking at five videogames and carrying out a participatory design study with grievers. Sabine Harrer highlights possible connections between grief and... more

     

    Abstract: How can videogames portray love and loss? Games and Bereavement answers this question by looking at five videogames and carrying out a participatory design study with grievers. Sabine Harrer highlights possible connections between grief and videogames, arguing that game design may help make difficult personal feelings tangible. After a brief literary review of grief concepts and videogame theory, the book deep-dives into examples of tragic inter-character relationships from videogame history. Building on these examples, the book presents a case study on pregnancy loss as a potential grief experience that can be validated through game design dialogue

     

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783839444153
    Other identifier:
    DDC Categories: 150; 070
    Series: Edition Medienwissenschaft ; Bd. 55
    Other subjects: (thesoz)Kunst; (thesoz)Therapie; (thesoz)Computerspiel; (thesoz)Trauer; (thesoz)Medien; (thesoz)Ästhetik; (thesoz)Design; (thesoz)Wissenschaft; (thesoz)Video; (thesoz)Spiel
    Scope: Online-Ressource, 274 S.
    Notes:

    Veröffentlichungsversion

    begutachtet

  2. Games and rules: game mechanics for the "Magic Circle"
    Contributor: Suter, Beat (Herausgeber); Kocher, Mela (Herausgeber); Bauer, René (Herausgeber)
    Published: 2019
    Publisher:  SSOAR, GESIS – Leibniz-Institut für Sozialwissenschaften e.V., Mannheim ; transcript Verlag, Bielefeld

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

     

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

     

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    Source: Union catalogues
    Contributor: Suter, Beat (Herausgeber); Kocher, Mela (Herausgeber); Bauer, René (Herausgeber)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783839443040
    Other identifier:
    DDC Categories: 300; 070
    Series: Edition Medienwissenschaft ; Bd. 53
    Other subjects: (thesoz)Computerspiel; (thesoz)Spiel; (thesoz)Design; (thesoz)Medien; (thesoz)Ästhetik; (thesoz)Kunst; (thesoz)Wissenschaft; (thesoz)Motivation; (thesoz)Narration; (thesoz)Video; Aporia and Epiphany; Ergodic Systems; Game Mechanics; Game Studies; Ludology; Media; Video Games
    Scope: Online-Ressource, 322 S.
    Notes:

    Veröffentlichungsversion

    begutachtet

  3. Aesthetic preference as starting point for citizen dialogues on urban design: stories from Hammarkullen, Gothenburg

    Abstract: This article sets out to describe the role of aesthetics in citizen dialogues during the upgrading of a local swimming pool in Hammarkullen, Gothenburg. The swimming pool became an important project because of its role in a larger... more

     

    Abstract: This article sets out to describe the role of aesthetics in citizen dialogues during the upgrading of a local swimming pool in Hammarkullen, Gothenburg. The swimming pool became an important project because of its role in a larger neighbourhood renovation project that allowed the municipality to focus on citizen engagement and inclusion. The engagement process showed the importance of the local swimming pool for a marginalized group of women of Somali origin, and a decision was made to keep the swimming pool instead of demolishing it. This led to collaboration between project coordinators, the Public Art Agency, an artist and an architect. Individual qualitative interviews focusing on storytelling were undertaken with key stakeholders. The findings show that aesthetic quality mediated the communicative processes between project coordinators and citizens. Art in public space is more than just aesthetics or something to look at; art provokes a wide variety of responses and artists us

     

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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Online
    Other identifier:
    oai:gesis.izsoz.de:document/61165
    DDC Categories: 710; 301
    Other subjects: (thesoz)Stadterneuerung; (thesoz)bürgerschaftliches Engagement; (thesoz)Stadt; (thesoz)Kreativität; (thesoz)öffentlicher Raum; (thesoz)Mitwirkung; (thesoz)Ästhetik; (thesoz)Schweden; (thesoz)Design; (thesoz)Architektur; (thesoz)Partizipation; (thesoz)Beteiligung; (thesoz)Stadtentwicklung; (thesoz)regionale Entwicklung; Schwimmbad
    Scope: Online-Ressource
    Notes:

    Veröffentlichungsversion

    begutachtet (peer reviewed)

    In: Urban Planning ; 4 (2019) 1 ; 67-77

  4. A didactic tool for gender-sensitive practices in design education
    Published: 2017
    Publisher:  SSOAR - Social Science Open Access Repository, Mannheim

    Abstract: "This article presents the results of experimental research conducted as part of a project concerning a didactical tool named 'Design/Gender/Design' which is to be used to introduce gender issues into the training of young designers. The... more

     

    Abstract: "This article presents the results of experimental research conducted as part of a project concerning a didactical tool named 'Design/Gender/Design' which is to be used to introduce gender issues into the training of young designers. The article describes the experimental set-up and students’ results. The intention is to stimulate a discussion about how design should integrate a gender perspective in theory and practice. By observing design as a process of exchange of values and meanings, we aim to understand its responsibility in the diffusion of gender stereotypes, how these gender stereotypes are incorporated into design projects and how they act within and through them, as well as through the sensitivities of designers. Students were asked to respond to design questions concerning gender in order to compile categories of signs targeted at her, him and everybody and covering different aspects (e.g. shapes and sizes, colours, patterns and textures, and typographic elements). Bein

     

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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Online
    Other identifier:
    oai:gesis.izsoz.de:document/54071
    DDC Categories: 300
    Other subjects: (thesoz)Poststrukturalismus; (thesoz)Design; (thesoz)Ausbildung; (thesoz)Gender; (thesoz)Stereotyp; (thesoz)visuelle Wahrnehmung; (thesoz)geschlechtsspezifische Faktoren; (thesoz)Identität; visuelle Kritik; reflektierende Praktiken
    Scope: Online-Ressource
    Notes:

    Veröffentlichungsversion

    begutachtet (peer reviewed)

    In: GENDER - Zeitschrift für Geschlecht, Kultur und Gesellschaft ; 9 (2017) 3 ; 65-80