Listing 1 - 6 of 6 |
Sort by
|
Choose an application
Games --- Video games --- Computer games --- Social aspects --- Social aspects. --- Television games --- Videogames --- Children --- Children's games --- Games, Primitive --- Games for children --- Pastimes --- Primitive games --- Recreations --- Recreation --- Application software --- Electronic games --- Entertaining --- Physical education and training --- Amusements --- Play --- Sports --- Sociology of culture --- games --- Arts and Humanities --- Performing Arts, Travel and Leisure --- Society and Culture --- Recreation & Sports --- Internet games
Choose an application
Artificial intelligence. Robotics. Simulation. Graphics --- Periodicals --- Computational intelligence --- Computer games --- Computer programming --- Computational intelligence. --- Computer games. --- Computer programming. --- Life Sciences --- General and Others --- Computers --- Electronic computer programming --- Electronic data processing --- Electronic digital computers --- Programming (Electronic computers) --- Intelligence, Computational --- Programming --- Coding theory --- Application software --- Electronic games --- Artificial intelligence --- Soft computing --- Artificiële intelligentie. Robotica. Simulatie. Graphics --- KI (kunstmatige intelligentie) --- Video games --- Internet games --- Television games --- Videogames --- Games --- AI (artificiële intelligentie)
Choose an application
Computer games --- Jeux d'ordinateur --- Design --- Periodicals. --- Programming --- Conception --- Périodiques --- Programmation --- Jeux d'ordinateur. --- Programmation. --- Design. --- Programming. --- Mathematical Sciences --- Applied Mathematics --- computer games --- interactive digital media --- Computer game programming --- Game programming (Computer games) --- Computer programming --- Application software --- Electronic games --- Computer Science --- Video Games --- video games. --- Computer Games --- Computer Game --- Game, Computer --- Game, Video --- Games, Computer --- Games, Video --- Video Game --- Games, Recreational --- Internet games --- Television games --- Videogames --- Games --- Video games
Choose an application
Computergames staan onmiskenbaar en in toenemende mate in de belangstelling. Games zijn sinds hun ontstaan, ongeveer 40 jaar geleden, geëvolueerd van een subcultureel en "nerdy" nicheproduct naar een mainstream cultuurproduct met een breed doelpubliek. Ondanks hun ondertussen respectabele leeftijd, hun plaats in de (jeugd)cultuur en hun economische impact, kampen games echter tot op de dag van vandaag met een opvallend negatief imago. Met de regelmaat van een klok, en vaak gevoed door mediagenieke en spraakmakende incidenten, worden games en de gamecultuur in de publieke opinie en het politieke discours beladen met de zonden van Egypte. Vier Vlaamse specialisten gaan in op de effecten van games en op de mogelijkheid die ze bieden voor het creëren van nieuwe sociale netwerken en educatieve kansen. In een eerste deel onderzoeken de auteurs of de morele paniek rond games in de media gefundeerd is. Vervolgens wordt dieper ingegaan op de 'bijzondere' aantrekkingskracht die games kunnen uitoefenen, en op de rol die ze kunnen spelen bij het ontstaan van nieuwe gemeenschappen en netwerken. Daarnaast besteden de auteurs uitvoerig aandacht aan de verschillende omgevingen waarbinnen het gamen plaatsvindt, aan de gevaren van online gamen en aan de maatregelen door de overheid. Het derde deel is gewijd aan computergames in educatie en onderwijs. Het medium van de videogames wordt hier onder meer gesitueerd binnen recente ontwikkelingen rond geletterdheden. Een interessant boek, waaruit blijkt dat er een grote behoefte is aan een grootschalig onderzoek naar het gamen als maatschappelijk feit en cultureel fenomeen. Het boek wordt besloten met verwijzingen naar wetenschappelijke literatuur, websites en de vigerende Belgische wetgeving
Video games and children --- Computers and children --- Internet games --- Social aspects --- Computerspellen. --- Consumer behavior --- robots --- Sociology of culture --- games --- jongerencultuur --- sociale netwerken --- Artificial intelligence. Robotics. Simulation. Graphics --- Affective and dynamic functions --- jeugd --- Age group sociology --- 316.723 --- #PBIB:+117.50 --- 187 Kinderrechten en Vrije tijd --- #SBIB:309H103 --- #SBIB:309H17 --- #SBIB:309H402 --- 663 Jeugd --- 840 Samenleving en staat --- gaming --- audiovisuele opvoeding --- computerspellen --- 37.02 --- lerarenopleiding --- vakdidactiek --- 433.5 --- ICT --- jeugdcultuur --- Computerspelen --- Jeugd --- Cybercrime --- Cyberpesten --- Games --- Jongeren --- Onderwijs --- Sociale netwerken --- Videogame --- Videospelletjes (games) --- Jongeren en ICT --- Media --- Sociale media --- informatica --- S20080772.JPG --- opvoeding --- 316.723 Subculturen --(sociologie) --- Subculturen --(sociologie) --- Muzische vorming : Media & ICT --- Mediatechnologie / ICT / digitale media: sociale en culturele aspecten --- Computer- en videogames --- Media en publiekgroepen: gebruik van de boodschap, effecten van de media, .. --- Audiovisuele opvoeding --- (zie ook: teleonderwijs) --- 362.8 --- 37 --- departement Beeldende Kunst 09 --- maatschappelijke veiligheid --- computergame --- KI (kunstmatige intelligentie) --- Kinderen en jeugd --- Vrijetijdsbesteding --- Cultuursociologie --- Netwerken --- Opvoeding en onderwijs --- Jeugdculturen --- Gamen --- Educatie --- Media en publiekgroepen: gebruik van de boodschap, effecten van de media, --- jongeren --- Computerspel --- Sociaal netwerk --- Kind --- Recreatie --- Netwerk (ict) --- Opvoeding --- Ontwikkelingsstoornis --- Fysiotherapie --- Jeugdcultuur --- Gaming --- Duurzaamheid --- App --- Netwerk (relationeel) --- Jongere --- Internet games - Social aspects --- AI (artificiële intelligentie)
Choose an application
Medical Informatics --- Video Games --- Medicine --- Computer games --- Jeux d'ordinateur --- Periodicals. --- Periodicals --- Computer simulation --- Périodiques --- Médecine --- Simulation par ordinateur --- Medical Informatics. --- Video Games. --- Computer games. --- Computer simulation. --- Computer Science, Medical --- Health Information Technology --- Informatics, Clinical --- Informatics, Medical --- Information Science, Medical --- Clinical Informatics --- Medical Computer Science --- Medical Information Science --- Health Information Technologies --- Information Technologies, Health --- Information Technology, Health --- Medical Computer Sciences --- Medical Information Sciences --- Science, Medical Computer --- Technologies, Health Information --- Technology, Health Information --- Clinical sciences --- Medical profession --- Computer Games --- Computer Game --- Game, Computer --- Game, Video --- Games, Computer --- Games, Video --- Video Game --- health informatics --- games --- health promotion --- public health --- Application software --- Electronic games --- Health Informatics --- Informatics, Health --- Computational Biology --- Biomedical Technology --- American Recovery and Reinvestment Act --- Human biology --- Life sciences --- Medical sciences --- Pathology --- Physicians --- Games, Recreational --- Health Workforce --- gamification --- Human medicine --- Computer. Automation --- Video games --- Internet games --- Television games --- Videogames --- Games
Choose an application
The Mechademia series was born at Schoolgirls and Mobile Suits, the previous iteration of the Mechademia conferences. Like SGMS, the Mechademia series became an international center for discussion of the cultural study, creation, theories, aesthetics, semiotics, and history, as well as the fascination and wonder of the remarkably broad range of objects and practices that have developed around the global proliferation of Japanese anime, manga, and gaming.
Animated films --- Animated television programs --- Video games --- Comic books, strips, etc --- Popular culture --- Animated films. --- Animated television programs. --- Comic books, strips, etc. --- Video games. --- Television games --- Videogames --- Electronic games --- Civilization --- Comic strips --- Comics --- Funnies --- Manga (Comic books, strips, etc.) --- Manhua (Comic books, strips, etc.) --- Manhwa (Comic books, strips, etc.) --- Serial picture books --- Caricatures and cartoons --- Wit and humor, Pictorial --- Cartoons (Television programs) --- Television cartoon shows --- Television programs --- Animation (Cinematography) --- Animated cartoons (Motion pictures) --- Animated videos --- Cartoons, Animated (Motion pictures) --- Motion picture cartoons --- Moving-picture cartoons --- Motion pictures --- Abstract films --- Animation cels --- Culture, Popular --- Mass culture --- Pop culture --- Popular arts --- Communication --- Intellectual life --- Mass society --- Recreation --- Culture --- History and criticism --- Japanese influences --- Japanese influences. --- Japan. --- al-Yābān --- Giappone --- Government of Japan --- Iapōnia --- I͡Aponii͡ --- Japam --- Japani --- Japão --- Japon --- Japonia --- Japonsko --- Japonya --- Jih-pen --- Mư̄ang Yīpun --- Nihon --- Nihonkoku --- Nippon --- Nippon-koku --- Nipponkoku --- Prathēt Yīpun --- Riben --- State of Japan --- Yābān --- Yapan --- Yīpun --- Zhāpān --- Film --- Japan --- Manhua (Comic books) --- Manhwa (Comic books) --- Popular culture - Japan --- Graphic arts - Japan --- Popular culture - Japanese influences --- Animated films - Japan - History and criticism --- Human beings - Variation --- Computer games --- Internet games --- Games --- futurologie --- beeldverhalen --- Graphic arts --- Human beings --- Anime --- Manga
Listing 1 - 6 of 6 |
Sort by
|