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Displaying results 76 to 100 of 185.

  1. From playgrounds to PlayStation
    the interaction of technology and play
    Published: 2015
    Publisher:  Johns Hopkins Univ. Press, Baltimore

    Freie Universität Berlin, Universitätsbibliothek
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    Humboldt-Universität zu Berlin, Universitätsbibliothek, Jacob-und-Wilhelm-Grimm-Zentrum
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    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
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    Source: Staatsbibliothek zu Berlin; Philologische Bibliothek, FU Berlin
    Language: English
    Media type: Book
    ISBN: 1421416506; 9781421416502
    RVK Categories: AP 15963 ; ST 324
    Subjects: Geschichte; Games and technology; Toys; Electronic games; Play; Recreation; Anthropologie; Spiel; Computerspiel
    Scope: 200 S., Ill., 23 cm
    Notes:

    Includes bibliographical references and index

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

    Freie Universität Berlin, Universitätsbibliothek
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  3. High score!
    the illustrated history of electronic games
    Published: 2004
    Publisher:  McGraw-Hill/Osborne, New York [u.a.]

    Technische Hochschule Brandenburg, Hochschulbibliothek
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 0072231726
    Other identifier:
    9780072231724
    Edition: 2. ed.
    Subjects: Geschichte; Electronic games; Electronic games / History; Geschichte; Computerspiel
    Scope: VIII, 392 S., überw. Ill.
  4. 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

    Freie Universität Berlin, Universitätsbibliothek
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    Humboldt-Universität zu Berlin, Universitätsbibliothek, Jacob-und-Wilhelm-Grimm-Zentrum
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    TU Berlin, Universitätsbibliothek
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    Source: Philologische Bibliothek, FU Berlin
    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.

  5. From playgrounds to PlayStation
    the interaction of technology and play
    Published: 2015
    Publisher:  Johns Hopkins Univ. Press, Baltimore

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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9781421416502; 1421416506
    RVK Categories: AP 15963 ; AP 99500 ; DG 9400 ; LC 13000 ; SU 500
    Subjects: Games and technology; Toys; Electronic games; Play; Recreation
    Scope: 200 p.
    Notes:

    Includes bibliographical references and index

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

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    Source: Union catalogues
    Contributor: Kapell, Matthew (Publisher)
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9781623566142
    DDC Categories: 793.93/2
    Edition: 1. publ.
    Subjects: History; Electronic games; SOCIAL SCIENCE / Media Studies; HISTORY / General
    Scope: XI, 388 S., Ill., 23 cm
    Notes:

    Literaturangaben

  7. On the fringes of literature and digital media culture
    perspectives from Eastern and Western Europe
    Contributor: Kalla, Irena Barbara (Publisher); Poniatowska, Patrycja (Publisher); Michułka, Dorota (Publisher)
    Published: [2018]
    Publisher:  Brill Rodopi, Leiden

    "On the Fringes of Literature and Digital Media Culture offers a polyphonic account of mutual interpenetrations of literature and new media. Shifting its focus from the personal to the communal and back again, the volume addresses such individual... more

     

    "On the Fringes of Literature and Digital Media Culture offers a polyphonic account of mutual interpenetrations of literature and new media. Shifting its focus from the personal to the communal and back again, the volume addresses such individual experiences as immersion and emotional reading, offers insights into collective processes of commercialisation and consumption of new media products and explores the experience and mechanisms of interactivity, convergence culture and participatory culture. Crucially, the volume also shows convincingly that, though without doubt global, digital culture and new media have their varied, specifically local facets and manifestations shaped by national contingencies. The interplay of the common subtext and local colour is discussed by the contributors from Eastern Europe and the Western world. Contributors are: Justyna Fruzińska, Dirk de Geest, Maciej Jakubowiak, Michael Joyce, Kinga Kasperek, Barbara Kaszowska-Wandor, Aleksandra Małecka, Piotr Marecki, Łukasz Mirocha, Aleksandra Mochocka, Emilya Ohar, Mariusz Pisarski, Anna Ślósarz, Dawn Stobbart, Jean Webb, Indrė ¿akevičienė, Agata Zarzycka" ...

     

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    Source: Union catalogues
    Contributor: Kalla, Irena Barbara (Publisher); Poniatowska, Patrycja (Publisher); Michułka, Dorota (Publisher)
    Language: English
    Media type: Conference proceedings
    Format: Print
    ISBN: 9789004361683
    RVK Categories: AP 15950
    Corporations / Congresses: Literary Margins and Digital Media (2015, Breslau)
    Series: Textxet ; volume 87
    Subjects: Literature and technology; Digital media; Electronic games; Mass media and literature; Online authorship; Literature and society
    Scope: XI, 257 Seiten, Illustrationen, Diagramme, 24 cm
    Notes:

    Enthält Literaturangaben

  8. <<The>> complete guide to simulations and serious games
    how the most valuable content will be created in the age beyond Gutenberg to Google
    Published: 2009
    Publisher:  Pfeiffer, San Francisco

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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780470462737
    RVK Categories: SU 500
    Subjects: Simulated environment (Teaching method); Electronic games
    Scope: XXXIV, 533 S., zahlr. Ill., graph. Darst.
  9. 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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    Resolving-System (lizenzpflichtig)
    Freie Universität Berlin, Universitätsbibliothek
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    Humboldt-Universität zu Berlin, Universitätsbibliothek, Jacob-und-Wilhelm-Grimm-Zentrum
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    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
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    Universität Potsdam, Universitätsbibliothek
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    "Interrogates the nature and meaning of the 'violence' encountered and experienced by game players"...

     

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    Volltext (URL des Erstveröffentlichers)
    Source: Staatsbibliothek zu Berlin; Philologische Bibliothek, FU Berlin
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781628925609; 9781628925593; 9781501304897
    Other identifier:
    RVK Categories: AP 19563
    Series: Approaches to digital game studies ; volume 3
    Subjects: GAMES / Video & Electronic; SOCIAL SCIENCE / Media Studies; SOCIAL SCIENCE / Violence in Society; Gesellschaft; Violence in video games; Video games; Electronic games; GAMES / Video & Electronic; SOCIAL SCIENCE / Media Studies; SOCIAL SCIENCE / Violence in Society; Gewalt; Computerspiel
    Scope: 1 Online-Ressource (x, 274 Seiten)
    Notes:

    Bevorzugte Informationsquelle: Landingpage (Bloomsbury Collections), da weder Titelblatt noch Impressum vorhanden

  10. Cases on the societal effects of persuasive games
    Contributor: Ruggiero, Dana (Publisher)
    Published: [2014]; © 2014
    Publisher:  Information Science Reference, an imprint of IGI Global, Hershey PA

    "This book investigates the connection between multimedia technologies and game-based learning for an improved understanding of the impact and effectiveness of serious games in modern societies, offering examples from the fields of education,... more

    TU Berlin, Universitätsbibliothek
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    "This book investigates the connection between multimedia technologies and game-based learning for an improved understanding of the impact and effectiveness of serious games in modern societies, offering examples from the fields of education, business, healthcare, and more"..

     

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    Volltext (URL des Erstveröffentlichers)
    Source: Union catalogues
    Contributor: Ruggiero, Dana (Publisher)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781466662070; 9781466662094
    Other identifier:
    Series: Advances in multimedia and interactive technology (AMIT) book series
    Premier reference source
    Subjects: Gesellschaft; Psychologie; Electronic games; Electronic games; Persuasion (Psychology); Computerspiel; Computerunterstütztes Lernen
    Scope: 1 Online-Ressource (xxvii, 359 Seiten), Illustrationen
    Notes:

    Includes bibliographical references and index

  11. Historia ludens
    the playing historian
    Contributor: Lünen, Alexander von (Publisher); Lewis, Katherine J. (Publisher); Litherland, Benjamin (Publisher); Cullum, P. H. (Publisher)
    Published: 2020
    Publisher:  Routledge, New York, New York ; 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

    Freie Universität Berlin, Universitätsbibliothek
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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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    Volltext (URL des Erstveröffentlichers)
    Source: Philologische Bibliothek, FU Berlin
    Contributor: Lünen, Alexander von (Publisher); Lewis, Katherine J. (Publisher); Litherland, Benjamin (Publisher); Cullum, P. H. (Publisher)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781000692952; 9780429345616; 0429345615; 1000692957
    Other identifier:
    Series: Routledge approaches to history ; Volume 30
    Subjects: History; Simulation games in education; Electronic games; Computerspiel; Geschichte <Motiv>
    Scope: 1 Online-Ressource (xxiii, 293 Seiten)
    Notes:

    Description based on print version record

  12. Don't bother me, Mom - I'm learning!
    how computer and video games are preparing your kids for twenty-first century success - and how you can help!
    Published: 2006
    Publisher:  Paragon House, St. Paul, MN

    Argues that video and computer games prepare today's children for success by teaching such critical skills as collaboration, prudent risk taking, strategy formulation, and ethical decision-making. more

    Freie Universität Berlin, Universitätsbibliothek
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    Argues that video and computer games prepare today's children for success by teaching such critical skills as collaboration, prudent risk taking, strategy formulation, and ethical decision-making.

     

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    Source: Philologische Bibliothek, FU Berlin
    Language: English
    Media type: Book
    ISBN: 1557788588
    RVK Categories: AP 18200 ; DP 2600 ; DW 4400 ; ST 325
    Edition: 1st ed.
    Subjects: Gesellschaft; Electronic games; Video games and children; Social learning; Medienpädagogik; Schulkind; Jugend; Videospiel; Soziales Lernen; Computerspiel; Selbstgesteuertes Lernen
    Scope: XXI, 254 S., Ill., graph. Darst.
    Notes:

    Includes bibliographical references

  13. Das Spiel mit dem Medium
    Partizipation - Immersion - Interaktion
    Contributor: Neitzel, Britta (Publisher)
    Published: 2006
    Publisher:  Schüren, Marburg

    Freie Universität Berlin, Universitätsbibliothek
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    Humboldt-Universität zu Berlin, Universitätsbibliothek, Jacob-und-Wilhelm-Grimm-Zentrum
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    TU Berlin, Universitätsbibliothek
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    Universität der Künste Berlin, Universitätsbibliothek
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    Brandenburgische Technische Universität Cottbus - Senftenberg, Universitätsbibliothek
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    Europa-Universität Viadrina, Universitätsbibliothek
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    Fachhochschule Potsdam, Hochschulbibliothek
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    Filmuniversität Babelsberg KONRAD WOLF, Universitätsbibliothek
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    Source: Philologische Bibliothek, FU Berlin
    Contributor: Neitzel, Britta (Publisher)
    Language: German; English
    Media type: Book
    ISBN: 9783894724412; 3894724412
    RVK Categories: AP 13500 ; AP 14000 ; AP 15963 ; AP 18250 ; DW 4400
    DDC Categories: 700
    Series: Schriftenreihe der Gesellschaft für Medienwissenschaft (GFM) ; 14
    Subjects: Electronic games; Computerspiel
    Scope: 371 S., Ill., graph. Darst.
  14. Third person
    authoring and exploring vast narratives
    Published: 2009
    Publisher:  MIT Press, Cambridge, Mass. [u.a.]

    Freie Universität Berlin, Universitätsbibliothek
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    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
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    Universität der Künste Berlin, Universitätsbibliothek
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    Universität Potsdam, Universitätsbibliothek
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    Source: Philologische Bibliothek, FU Berlin; Staatsbibliothek zu Berlin
    Language: English
    Media type: Book
    ISBN: 9780262232630
    RVK Categories: AP 15963 ; SU 500
    Subjects: Massenmedien; Electronic games; Mass media; Popular culture; Fiction; Computerspiel; Hypermedia; Erzählen
    Scope: XI, 477 S., Ill., 23 cm
    Notes:

    Includes bibliographical references and index

  15. Spielend erfolgreich
    der Erfolg digitaler Spiele im Spannungsfeld ökonomischer, technologischer und nutzungsbezogener Aspekte
    Published: 2009
    Publisher:  VS Verlag für Sozialwissenschaften, Wiesbaden

    Freie Universität Berlin, Universitätsbibliothek
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    Hochschule für Wirtschaft und Recht, Hochschulbibliothek, Campus Schöneberg
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    Brandenburgische Technische Universität Cottbus - Senftenberg, Universitätsbibliothek
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    Source: Philologische Bibliothek, FU Berlin
    Language: German
    Media type: Book
    ISBN: 9783531163581
    Other identifier:
    9783531163581
    RVK Categories: DW 4000
    DDC Categories: 793
    Edition: 1. Auflage
    Series: The business of entertainment : Medien, Märkte, Management
    Subjects: Amusements; Computer games; Electronic games; Electronic games industry; Electronic games; Electronic games; Internet entertainment industry; Computerspiel; Verkaufserfolg; Erfolgsfaktor; Medienforschung
    Scope: 303 Seiten, Diagramme
  16. Second person
    role-playing and story in games and playable media
    Published: 2007
    Publisher:  MIT Press, Cambridge, Mass. [u.a.]

    Universität der Künste Berlin, Universitätsbibliothek
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    Universität Potsdam, Universitätsbibliothek
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  17. Handbuch Medien: Computerspiele
    Published: 1997
    Publisher:  Bundeszentrale für Polit. Bildung, Bonn

    Bibliothek des Bundesarchivs
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    Katholische Hochschule für Sozialwesen Berlin, Bibliothek
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    Source: Staatsbibliothek zu Berlin
    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.
  18. Gaming at the edge
    sexuality and gender at the margins of gamer culture
    Published: [2014]; © 2014
    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 in... more

    Staats- und Universitätsbibliothek Bremen
    a soz 684.92/527
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    Staats- und Universitätsbibliothek Hamburg Carl von Ossietzky
    8/14837
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    Universitätsbibliothek Hildesheim
    TFF 887 : S31
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    Universität Potsdam, Universitätsbibliothek
    AP 15963 SHA
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    Universitätsbibliothek Rostock
    in Bearbeitung
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    Hochschule Harz, Hauptbibliothek, Standort Wernigerode / Harz
    DED 200 0742
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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: Book
    Format: Print
    ISBN: 9780816693153; 9780816693160
    RVK Categories: AP 15963 ; MS 2850 ; MS 3010 ; SU 500
    Subjects: Video games; Electronic games; Gender identity; Sex role; Sex
    Scope: x, 317 Seiten, Illustrationen, 22 cm
    Notes:

    Bibliography: page 265-295 and index

    Hier auch später erschienene, unveränderte Nachdrucke

  19. Discoveries in gaming and computer-mediated simulations
    new interdisciplinary applications
    Contributor: Ferdig, Richard E. (Hrsg.)
    Published: c2011
    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 Potsdamer Straße
    1 B 143841
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    Kommunikations-, Informations- und Medienzentrum der Universität Hohenheim
    1422/481
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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
    Contributor: Ferdig, Richard E. (Hrsg.)
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9781609605650; 1609605659; 9781609605667; 1609605667
    Series: Premier reference source
    Subjects: Computer games; Electronic games; Computer games; Electronic games
    Scope: XXVII, 408 S., graph. Darst., 29 cm
    Notes:

    Includes bibliographical references and index

  20. The Complete Guide to Simulations and Serious Games
    How the Most Valuable Content Will Be Created in the Age Beyond Gutenberg to Google
    Published: 2009; ©2009.
    Publisher:  Center for Creative Leadership, Hoboken

    "Ready to blow your mind? Spend 15 seconds reading Clark Aldrich's The Complete Guide to Simulations and Serious Games. Witty, fast-paced, and non-linear -- it's Spock meets Alton Brown." -- Lynne Kenney, Psy.D., The Family Coach This exciting work... more

    Universitätsbibliothek Erfurt / Forschungsbibliothek Gotha, Universitätsbibliothek Erfurt
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    e-Book Academic Complete
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    ProQuest Academic Complete
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    ProQuest Academic Complete
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    eBook ProQuest
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    eBook ProQuest
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    ProQuest
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    Kommunikations-, Informations- und Medienzentrum der Universität Hohenheim
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    Duale Hochschule Baden-Württemberg Villingen-Schwenningen, Bibliothek
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    "Ready to blow your mind? Spend 15 seconds reading Clark Aldrich's The Complete Guide to Simulations and Serious Games. Witty, fast-paced, and non-linear -- it's Spock meets Alton Brown." -- Lynne Kenney, Psy.D., The Family Coach This exciting work offers designers a new way to see the world, model it, and present it through simulations. A groundbreaking resource, it includes a wealth of new tools and terms and a corresponding style guide to help understand them. The author -- a globally recognized industry guru -- covers topics such as virtual experiences, games, simulations, educational simulations, social impact games, practiceware, game-based learning/digital game based learning, immersive learning, and serious games. This book is the first of its kind to present definitions of more than 600 simulation and game terms, concepts, and constructs. The Complete Guide to Simulations and Serious Games: How the Most Valuable Content Will be Created in the Age Beyond Gutenberg to Google -- CONTENTS -- FOREWORD -- About the Foreword Author -- PREFACE: THE ELEMENTS OF INTERACTIVITY -- INTRODUCTION -- The Most Important Skills -- The Campfi re and the Veld -- How to Use This Book -- The Babel Problem-"Serious Games" or "Educational Simulations" -- A New Science -- Part I: GENRES: Savior or Saboteur for Literacy 2.0? -- Chapter 1: SIMS: The New Media of "Learning to Do," Not Just "Learning to Know" -- A Spectrum of Scale -- Conclusion -- Chapter 2: IMMERSIVE LEARNING SIMULATION: Because You Can't Learn to Ride a Bicycle from a Book -- Educational Simulations -- Serious Games -- Mini Games-Best of Both Worlds? -- The First Examples -- Chapter 3: COMPUTER GAMES -- Computer Game Genres -- Games Appreciation 101 -- Chapter 4: TRADITIONAL EDUCATION -- Educational Genres, Environments, Activities, and Media -- Part II: SIMULATION ELEMENTS-ACTIONS AND RESULTS: Framing the Missing Essence of Research and Analysis -- Chapter 5: BASIC ACTIONS -- Contextual Actions -- Cyclical Actions -- Actions and Basic Inputs -- The Creation of a Leadership Interface -- Traditional Sim Actions -- Questions for Researching Actions -- A List of Actions -- The Hardest Action for a Serious Game Player-Doing Nothing -- Chapter 6: MIDDLE SKILLS: Design Patterns for More Complicated Actions -- Types of Middle Skills -- Maintenance in Sims -- Basic Inputs for Prioritizing -- Finding the Skills for New Projects -- Negative Middle Skills -- The Critical Role of Middle Skills -- Chapter 7: DESIRED RESULTS -- Defining Results -- Financial Matters -- Defining Common Types of Results in a Sim -- Part III: SIMULATION ELEMENTS OF SYSTEMS -- Chapter 8: MAPS: The Context for Life -- The Nature of Structuring Maps -- Different Types of Maps.

     

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780470506721
    RVK Categories: AP 12600
    Edition: 1st ed.
    Subjects: Simulated environment (Teaching method); Electronic games; Electronic books ; local; Electronic games; Simulated environment (Teaching method); Electronic books
    Scope: 1 online resource (576 pages)
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  21. Playing with the past
    digital games and the simulation of history
    Contributor: Kapell, Matthew (Hrsg.); Elliott, Andrew B. R. (Hrsg.)
    Published: 2013
    Publisher:  Bloomsbury Academic, New York, NY [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."-- 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.

     

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    Source: Union catalogues
    Contributor: Kapell, Matthew (Hrsg.); Elliott, Andrew B. R. (Hrsg.)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781628928259
    Other identifier:
    RVK Categories: SR 990 ; AP 15963
    Subjects: Electronic games; History
    Scope: Online-Ressource
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    Literaturangaben

  22. Emotions, technology, and digital games
    Contributor: Tettegah, Sharon Y. (HerausgeberIn); Huang, Wenhao David (HerausgeberIn)
    Published: [2016]
    Publisher:  Academic Press, Amsterdam

    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

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    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 identify and compare preschool children's social and emotional skills / Lynne Humphries Emotions, Technology, and Digital Games explores the need for people to experience enjoyment, excitement, anxiety, anger, frustration, and many other emotions. The book provides essential information on why it is necessary to have a greater understanding of the power these emotions have on players, and how they affect players during, and after, a game. This book takes this understanding and shows how it can be used in practical ways, including the design of video games for teaching and learning, creating tools to measure social and emotional development of children, determining how empathy-related thought processes affect ethical decision-making, and examining how the fictional world of game play can influence and shape real-life experiences

     

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  23. 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 Potsdamer Straße
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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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    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
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    Includes bibliographical references and index

  24. Producing Games
    From Business and Budgets to Creativity and Design
    Author: Cohen, D. S
    Published: 2012; ©2009
    Publisher:  Routledge, Oxford

    Computer games are big business - tens of billions of dollars are spent annually by the worldwide video games market. The cost of producing video games has ballooned to beyond 20 million dollars in many cases, and team sizes are quickly growing past... more

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    Computer games are big business - tens of billions of dollars are spent annually by the worldwide video games market. The cost of producing video games has ballooned to beyond 20 million dollars in many cases, and team sizes are quickly growing past 100 team members. At the center of this storm is the producer - one person who transforms the money, the hours spent by the team, and the latest technology into a work of art that millions of people will call fun. This book will dig deeply into the role of the producer and expose secrets of game production that stand the test of time: how to build a great team, how to plan a major game development project, and how to pull the development team toward the vision of a great game. Front Cover -- Producing Games -- Copyright Page -- Table of Contents -- About the Authors -- Acknowledgements -- Intro: So You Want to be a Video Game Producer -- Section One: What is a Video Game Producer? -- Chapter 1 Producer Primer -- What a Producer Manages -- Why Become a Game Producer -- How to Become a Producer -- Publishers and Developers -- Internal and External Producer Roles -- Chapter 2 Producing at a Developer -- The Schedule -- Dev Budget -- Pitching Ideas and Representing the Team -- Manage Milestone Submissions -- Working With Your Publishing Counterpart -- Chapter 3 Producing at a Publisher -- Managing Schedules -- Managing the Budgets -- Reviewing Milestones -- Managing Approvals -- Managing Testing -- Support: Sales, Marketing, and PR -- Working with Stakeholders -- Supervising Audio Production -- Voice-Over -- Contractors -- Prep for First Party Submissions -- Chapter 4 Producer Roles -- Executive Producer -- Senior Producer -- Producer -- Associate Producer -- Production Coordinator/Assistant Producer -- Other Producer Roles -- Localization Producer -- Cinematics Producer -- Licensor Producer -- Chapter 5 Size and Scope: Large vs. Small, Licensed vs. Original -- Team Sizes -- Larger vs. Smaller -- Big Budgets -- Small Budgets -- Long vs. Short Schedules -- Licensed vs. Original IPs -- Sequels and Expansion Packs and Downloadable Content -- Chapter 6 Producing Skills -- Managing a Game -- The Key Skills of a Producer (Hard Skills) -- Soft Skills (Or, What You Should Know, but Can Learn on the Curve) -- Chapter 7 Tools of the Trade -- Software Solutions and Recommendations -- 3-D Graphics and Modeling Packages -- Section Two: The Process in a Nutshell -- Chapter 8 The History of Game Development -- Case Study: The History of Game Development Through the Evolution of Sierra -- Chapter 9 Game Project Lifecycle Overview.

     

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    Source: Union catalogues
    Contributor: Bustamante, Sergio A (MitwirkendeR)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780080928043
    Subjects: Video games; Computer games; Computer games; Electronic games; Video games ; Design; Electronic books
    Scope: 1 online resource (305 pages)
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    Front Cover; Front Cover; Producing Games; Producing Games; Copyright Page; Copyright Page; Table of Contents; Table of Contents; About the Authors; About the Authors; Acknowledgements; Acknowledgements; Intro: So You Want to be a Video Game Producer; Intro: So You Want to be a Video Game Producer; Section One: What is a Video Game Producer?; Section One: What is a Video Game Producer?; Section Two: The Process in a Nutshell; Section Two: The Process in a Nutshell; Section Three: Scheduling and Structure; Section Three: Scheduling and Structure.

  25. Don't bother me Mom - I'm learning!
    how computer and video games are preparing your kids for twenty-first century success - and how you can help!
    Published: 2006
    Publisher:  Paragon House, St. Paul, MN

    pt. I. Games are NOT the enemy -- 1. Of course you're worried : you have no idea what's going on! -- 2. The really good news about your kids' games -- 3. But wait--what about all that bad stuff I hear about in the press -- pt. II. The rise of the... more

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    pt. I. Games are NOT the enemy -- 1. Of course you're worried : you have no idea what's going on! -- 2. The really good news about your kids' games -- 3. But wait--what about all that bad stuff I hear about in the press -- pt. II. The rise of the digital native -- 4. Our kids are not like us : they're natives, we're immigrants -- 5. Do they really think differently? -- 6. The emerging online life of the digital native -- pt. III. What's different about today's games -- 7. Complexity matters : what most adults don't understand about games -- 8. What kids learn that's POSITIVE from playing computer games -- 9. The motivation of gameplay -- 10. Adaptivity in games--really leaving no child behind -- 11. It's not just the games--it's the system -- pt. IV. What kids are learning (on their own) -- 12. Economics and business lessons for a 10-year-old from a computer game -- 13. How kids learn to cooperate in video games -- 14. Video games are our kids' first ethics lessons (believe it or not!) -- 15. The seven games of highly effective people -- 16. Making games of their own : modding -- 17. Playing video games to stay healthy (yes, video games!) -- 18. What our kids could be learning from their cell phones -- pt. V. How parents, teachers, and all adults can get in the game! -- 19. Talk to your kids; value what they know -- 20. The new language--a digital immigrant remedial vocabulary -- 21. How parents who "get it" are educating their kids about games -- 22. Girls, boys, parents, grandparents--there are games for everyone -- 23. Moving past "edutainment" : curricular games are coming -- 24. For teachers : using games in the curriculum and classroom -- 25. What can kids learn on their own? -- 26. Are you as brave as your kids?--try it yourself! -- 27. What to do right now -- Conclusion -- Epilogue -- Appendix: a parent-teacher toolkit

     

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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 1557788588
    RVK Categories: ST 325 ; AP 18200 ; DW 4400 ; AP 15963
    Edition: 1st ed.
    Series: Parenting, computers, education
    Subjects: Electronic games; Video games and children; Social learning; Electronic games; Video games and children; Social learning
    Scope: XXI, 254 S., Ill., graph. Darst., 23 cm
    Notes:

    Includes bibliographical references