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Digital gaming is today a significant economic phenomenon as well as being an intrinsic part of a convergent media culture in postmodern societies. Its ubiquity, as well as the sheer volume of hours young people spend gaming, should make it ripe for urgent academic enquiry, yet the subject was a research backwater until the turn of the millennium. Even today, as tens of millions of young people spend their waking hours manipulating avatars and gaming characters on computer screens, the subject is still treated with scepticism in some academic circles. This handbook aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conferences and publications. As an overview of the current state of research into digital gaming, the 42 papers included in this handbook focus on the social and cultural relevance of gaming. In doing so, they provide an alternative perspective to one-dimensional studies of gaming, whose agendas do not include cultural factors. The contributions, which range from theoretical approaches to empirical studies, cover various topics including analyses of games themselves, the player-game interaction, and the social context of gaming. In addition, the educational aspects of games and gaming are treated in a discrete section. With material on non-commercial gaming trends such as ‘modding’, and a multinational group of authors from eleven nations, the handbook is a vital publication demonstrating that new media cultures are far more complex and diverse than commonly assumed in a debate dominated by concerns over violent content.
Computer games -- Social aspects -- Handbooks, manuals, etc. --- Computer games -- Social aspects. --- Educational games -- Handbooks, manuals, etc. --- Education --- Social Sciences --- Education - General --- Computer games --- Educational games --- Social aspects --- Education. --- Social sciences. --- Personality. --- Social psychology. --- Education, general. --- Social Sciences, general. --- Personality and Social Psychology. --- Computers and Education. --- Data processing. --- Application software --- Electronic games --- Consciousness. --- Children --- Education, Primitive --- Education of children --- Human resource development --- Instruction --- Pedagogy --- Schooling --- Students --- Youth --- Civilization --- Learning and scholarship --- Mental discipline --- Schools --- Teaching --- Training --- Apperception --- Mind and body --- Perception --- Philosophy --- Psychology --- Spirit --- Self --- Behavioral sciences --- Human sciences --- Sciences, Social --- Social science --- Social studies --- Education—Data processing. --- Mass psychology --- Psychology, Social --- Human ecology --- Social groups --- Sociology --- Personal identity --- Personality psychology --- Personality theory --- Personality traits --- Personology --- Traits, Personality --- Individuality --- Persons --- Temperament
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Jeux vidéo --- World of Warcraft (jeu vidéo) --- Aspect social --- Sociologie
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Social sciences (general) --- Social psychology --- Personality development --- Computer assisted instruction --- games --- sociale psychologie --- onderwijs --- sociale wetenschappen --- computerondersteund onderwijs --- persoonlijkheidsontwikkeling
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Medien werden bisweilen als die 'vierte Gewalt' betrachtet. Insofern stellt sich die Frage, inwieweit politische Prozesse von den Medien begleitet, inszeniert und kommentiert bzw. eben auch konstituiert werden. Die Autorinnen und Autoren beschreiben und diskutieren in diesem neuen Sammelband den Zusammenhang von Medien, Macht und Gesellschaft aus verschiedenen Perspektiven. Darüber hinaus werden Prozesse der Mediennutzung vor dem Hintergrund der Frage untersucht, ob auf dieser Mikroebene Machtverhältnisse lediglich reproduziert werden oder ob eigensinnige oder gar subversive Formen der Medienaneignung anzutreffen sind.
Education. --- Communication. --- Education, general. --- Communication Studies.
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Die Medienpädagogik hat sich in den vergangenen Jahren als wissenschaftliche (Teil-) Disziplin zunehmend ausdifferenziert und dabei auch einen eigenen 'Theoriediskurs' begonnen. Dieser Band bündelt relevante Beiträge mit dem Ziel der Reflexion theoretischer Grundlagen der Medienpädagogik. Die Autoren greifen dazu zentrale Theorien und Diskurse aus den Sozial-, Geistes- und Kulturwissenschaften auf und gehen der Frage nach, inwieweit sie helfen können, pädagogisch und bildungstheoretisch relevante Phänomene der sich wandelnden Medienwelt besser zu verstehen.
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Digital gaming is today a significant economic phenomenon as well as being an intrinsic part of a convergent media culture in postmodern societies. Its ubiquity, as well as the sheer volume of hours young people spend gaming, should make it ripe for urgent academic enquiry, yet the subject was a research backwater until the turn of the millennium. Even today, as tens of millions of young people spend their waking hours manipulating avatars and gaming characters on computer screens, the subject is still treated with scepticism in some academic circles. This handbook aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conferences and publications. As an overview of the current state of research into digital gaming, the 42 papers included in this handbook focus on the social and cultural relevance of gaming. In doing so, they provide an alternative perspective to one-dimensional studies of gaming, whose agendas do not include cultural factors. The contributions, which range from theoretical approaches to empirical studies, cover various topics including analyses of games themselves, the player-game interaction, and the social context of gaming. In addition, the educational aspects of games and gaming are treated in a discrete section. With material on non-commercial gaming trends such as modding', and a multinational group of authors from eleven nations, the handbook is a vital publication demonstrating that new media cultures are far more complex and diverse than commonly assumed in a debate dominated by concerns over violent content.
Social sciences (general) --- Social psychology --- Personality development --- Computer assisted instruction --- games --- sociale psychologie --- onderwijs --- sociale wetenschappen --- computerondersteund onderwijs --- persoonlijkheidsontwikkeling
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Computerspiele sind ein wichtiger Bestandteil der digitalisierten Medienkultur der Gegenwart. Seit der Jahrtausendwende ist auch das wissenschaftliche Interesse an digitalen Spielen und ihrer lebensweltlichen Bedeutung gestiegen. Die Digital Game Studies sind interdisziplinär angelegt, und der vorliegende Sammelband vermittelt einen breiten Einblick in aktuelle Ansätze, Modelle, Methoden und Ergebnisse verschiedener beteiligter Fachdisziplinen.
Computer games. --- Computer games --- Electronic games --- Internet games --- Television games --- Videogames --- Games
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Computerspiele sind ein wichtiger Bestandteil der digitalisierten Medienkultur der Gegenwart. Seit der Jahrtausendwende ist auch das wissenschaftliche Interesse an digitalen Spielen und ihrer lebensweltlichen Bedeutung gestiegen. Die Digital Game Studies sind interdisziplinär angelegt, und der vorliegende Sammelband vermittelt einen breiten Einblick in aktuelle Ansätze, Modelle, Methoden und Ergebnisse verschiedener beteiligter Fachdisziplinen.
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