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82-931 --- #SBIB:309H240 --- 82-931 Stripverhaal --- Stripverhaal --- Andere media (theater, plastische kunsten, strips, affiches, speelautomaten...) --- Drawing --- Literature --- beeldverhalen
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#SBIB:309H240 --- 82-931 --- 82-931 Stripverhaal --- Stripverhaal --- Andere media (theater, plastische kunsten, strips, affiches, speelautomaten...) --- Drawing --- Literature --- beeldverhalen
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Art --- Sociology of culture --- Arts and society --- Arts et société --- Kunsten en maatschappij --- Art and society --- Art et société --- #SBIB:316.7C210 --- #SBIB:309H240 --- #SBIB:AANKOOP --- Cultuursociologie: kunst: algemeen --- Andere media (theater, plastische kunsten, strips, affiches, speelautomaten...) --- Art et société --- Philosophy
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Graphic signs --- symbolen --- 003 --- Signs and symbols --- -#SBIB:309H240 --- Representation, Symbolic --- Semeiotics --- Signs --- Symbolic representation --- Symbols --- Abbreviations --- Omens --- Semiotics --- Sign language --- Symbolism --- Visual communication --- Semiotiek. Schriften. Tekens en symbolen. Codes. Grafische voorstellingen --- Handbooks, manuals, etc --- Andere media (theater, plastische kunsten, strips, affiches, speelautomaten...) --- Handbooks, manuals, etc. --- 003 Semiotiek. Schriften. Tekens en symbolen. Codes. Grafische voorstellingen --- #SBIB:309H240 --- Grafische tekens
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Graphic arts --- Literature --- comics [documents] --- Dictionnaire --- Bande dessinée --- 82-931 --- #SBIB:309H240 --- #SBIB:309H01 --- #SBIB:AANKOOP --- #KVHA:Stripverhalen. Woordenboeken. Frans; verklarende --- 82-931 Stripverhaal --- Stripverhaal --- Andere media (theater, plastische kunsten, strips, affiches, speelautomaten...) --- Communicatiewetenschap: encyclopedieën, woordenboeken, naslagwerken, bibliografieën --- Comic books, strips, etc. --- Dictionaries --- Bandes dessinées --- French. --- Dictionnaires français --- 740 --- presse --- bande dessinée histoire --- grafische kunst --- arts graphiques --- beeldverhalen
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De l'Argentine au Japon, de la ligne claire au style Atome, de l'aventure galactique à la satire politique, de la publicité à la vidéo, cet ouvrage traque la bande dessinée contemporaine partout où elle s'invente. Astérix et Fritz le chat appartiennent déjà au passé. Les héros d'aujourd'hui se nomment Cerebus, John Difool, Roco Vargas, Adèle Blanc-Sec et Ranxerox ! Ils sont tous au rendez-vous de cette radiographie passionnée d'un art en plein effervescence.
Comic books, strips, etc. --- Bandes dessinées --- History and criticism --- Histoire et critique --- Bande dessinée --- Histoire --- Dessinateurs --- 82-931 --- #SBIB:309H240 --- Stripverhaal --- Andere media (theater, plastische kunsten, strips, affiches, speelautomaten...) --- 82-931 Stripverhaal --- Bandes dessinées. --- Dessinateurs. --- Histoire et critique. --- Drawing --- Designers --- beeldverhalen
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New media students, teachers, and professionals have long needed a comprehensive scholarly treatment of digital games that deals with the history, design, reception, and aesthetics of games along with their social and cultural context. The Handbook of Computer Game Studies fills this need with a definitive look at the subject from a broad range of perspectives. Contributors come from cognitive science and artificial intelligence, developmental, social, and clinical psychology, history, film, theater, and literary studies, cultural studies, and philosophy as well as game design and development. The text includes both scholarly articles and journalism from such well-known voices as Douglas Rushkoff, Sherry Turkle, Henry Jenkins, Katie Salen, Eric Zimmerman, and others. Part I considers the "prehistory" of computer games (including slot machines and pinball machines), the development of computer games themselves, and the future of mobile gaming. The chapters in part II describe game development from the designer's point of view, including the design of play elements, an analysis of screenwriting, and game-based learning. Part III reviews empirical research on the psychological effects of computer games, and includes a discussion of the use of computer games in clinical and educational settings. Part IV considers the aesthetics of games in comparison to film and literature, and part V discusses the effect of computer games on cultural identity, including gender and ethnicity. Finally, part VI looks at the relation of computer games to social behavior, considering, among other matters, the inadequacy of laboratory experiments linking games and aggression and the different modes of participation in computer game culture.
#SBIB:309H240 --- #SBIB:309H1713 --- 371.694 --- Andere media (theater, plastische kunsten, strips, affiches, speelautomaten...) --- Mediatechnologie: nieuwe toepassingen (abonnee-televisie, electronic mail, desk top publishing, virtuele realiteit...) --- Geprogrammeerde instructie. CAI. Leermachines. Computerbegeleid onderwijs. --- 371.694 Geprogrammeerde instructie. CAI. Leermachines. Computerbegeleid onderwijs. --- Geprogrammeerde instructie. CAI. Leermachines. Computerbegeleid onderwijs
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