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In Playful Identities, eighteen scholars examine the increasing role of digital media technologies in identity construction through play. Going beyond computer games, this interdisciplinary collection argues that present-day play and games are not only appropriate metaphors for capturing postmodern human identities, but are in fact the means by which people create their identity. From discussions of World of Warcraft and Foursquare to digital cartographies, the combined essays form a groundbreaking volume that features the most recent insights in play and game studies, media research, and identity studies.
Social Media --- Médias sociaux --- Médias --- Computer games. --- Video games -- Psychological aspects. --- Video games -- Social aspects. --- Computer games --- Video games --- Social Sciences --- Recreation & Sports --- Social aspects --- Psychological aspects --- #SBIB:309H103 --- #SBIB:309H040 --- #SBIB:309H17 --- 316.37 --- Application software --- Electronic games --- Social aspects. --- Psychological aspects. --- Mediatechnologie / ICT / digitale media: sociale en culturele aspecten --- Populaire cultuur algemeen --- Computer- en videogames --- Identiteit. Individu en maatschappij. Persoonlijkheid --- 316.37 Identiteit. Individu en maatschappij. Persoonlijkheid --- Computer games - Social aspects --- Computer games - Psychological aspects --- Video games - Social aspects --- Video games - Psychological aspects --- Internet games --- Television games --- Videogames --- Games --- digital media --- play --- huizinga --- identity --- homo ludens --- history --- European history --- Casual game --- Foursquare City Guide --- Mobile phone --- Video games.
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Video games permeate our everyday existence. They immerse players in fascinating gameworlds and exciting experiences, often inviting them in various ways to reflect on the enacted events. Gerald Farca explores the genre of dystopian video games and the player's aesthetic response to their nightmarish gameworlds. Players, he argues, will gradually come to see similarities between the virtual dystopia and their own ›offline‹ environment, thus learning to stay wary of social and political developments. In his analysis, Farca draws from a variety of research fields, such as literary theory and game studies, combining them into a coherent theory of aesthetic response to dystopian games. »Farca ist ein Grundlagenwerk des Computerspiel(en)s gelungen, das Strukturen des Spiels mit den Aktivitäten der Spieler verbindet.« Lothar Mikos, tv diskurs, 1 (2020) Besprochen in: gmk-Newsletter, 9 (2019)
Mass communications --- massamedia --- Dystopian plays --- Anti-utopian drama --- Anti-utopian plays --- Cacotopian drama --- Cacotopian plays --- Dystopian drama --- Dystopias --- Dystopic drama --- Dystopic plays --- Negative utopian drama --- Negative utopian plays --- Drama --- History and criticism. --- Video Games; Utopia; Dystopia; Science Fiction; Culture; Phenomenology; Media; Computer Games; Media Aesthetics; Digital Media; Sociology of Technology; Media Studies --- Computer Games. --- Culture. --- Digital Media. --- Dystopia. --- Media Aesthetics. --- Media Studies. --- Media. --- Phenomenology. --- Science Fiction. --- Sociology of Technology. --- Utopia. --- Video games - Psychological aspects --- Computer games - Psychological aspects --- Simulation games - Psychological aspects --- Video games --- Computer games --- Simulation games
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Audiovisual methods --- Mass communications --- Sociology of culture --- Video games --- Computer games --- Learning, Psychology of --- Visual literacy --- Video games and children --- Psychological aspects --- #SBIB:309H17 --- Learning, Psychology of. --- Visual literacy. --- Video games and children. --- #SBIB:309H402 --- 454.51 --- Children and video games --- Children --- Literacy, Visual --- Learning --- Psychology of learning --- Educational psychology --- Comprehension --- Learning ability --- Application software --- Electronic games --- Computer- en videogames --- Psychological aspects. --- Media en publiekgroepen: gebruik van de boodschap, effecten van de media, ... --- Audiovisuele leermiddelen --- Media en publiekgroepen: gebruik van de boodschap, effecten van de media, .. --- Media en publiekgroepen: gebruik van de boodschap, effecten van de media, . --- 527.9 --- gamedesign --- games --- spellen --- videogames --- leerprocessen --- 905.2 --- Media en publiekgroepen: gebruik van de boodschap, effecten van de media, --- informatica - overige specifieke toepassing van informatica --- cultuurfilosofie, -psychologie en -sociologie --- Video games - Psychological aspects --- Computer games - Psychological aspects --- Internet games --- Television games --- Videogames --- Games
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