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Periodical
Revista eletrônica ludus scientiae
ISSN: 25272624 Year: 2017 Publisher: Porto Belo Universidade Federal da Integração Latino-Americana (UNILA)

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Periodical
Pelitutkimuksen vuosikirja.
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ISSN: 1798355X Year: 2009 Publisher: [Finland] : Suomen Pelitutkimuksen Seura,

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Book
Real Wars on Virtual Battlefields : The Convergence of Programmable Media at the Military-Civilian Margin
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ISBN: 3839412404 9783837612400 3837612406 9783839412404 Year: 2015 Publisher: Bielefeld transcript Verlag

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The book analyzes the multifarious exchange of algorithmic technologies and concepts between the military and the media industry from the early 1990s until now. Unlike most related scholarly work which focuses on digital games, it drafts a model of programmable media which is grounded in a close-reading of the key technologies, most notably the paradigm of object-oriented programming, and reconsiders technical disciplines from a humanities perspective. This model is then applied to analyze the effects of algorithmic logic on the military-civilian continuum, including economic practices, patterns of media usage and military decision-making.


Book
Gender und Gaming : Frauen im Fokus der Games-Industrie
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ISBN: 3839439205 9783839439203 3837639207 Year: 2017 Publisher: Bielefeld transcript Verlag

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Computerspiele sind aus medienökonomischer Sicht zwar längst ein Massenmedium, in der gesellschaftlichen Wahrnehmung werden sie jedoch tendenziell immer noch als Spielzeug vornehmlich für junge Männer wahrgenommen. Dabei liegt der Anteil derjenigen, die regelmäßig spielen, in Deutschland bei fast 50 Prozent der Bevölkerung - und hiervon sind wiederum ca. 45 Prozent Spielerinnen. Ausgehend von diesem Missverhältnis zwischen gesellschaftlicher Verbreitung und Wahrnehmung rückt Sabine Hahn einerseits aus kulturwissenschaftlicher Perspektive die Spielerinnen in den Fokus und wirft andererseits aus mediensoziologischer bzw. kommunikationswissenschaftlicher Perspektive einen Blick hinter die Kulissen der Games-Industrie. »Ein gutes Beispiel dafür, dass die Verquickung von Praxis und Wissenschaft funktionieren kann und keinesfalls unwissenschaftlich ist. Für alle, die sich für Game Studies, für unsere Kultur und für die technische Seite in den Gender Studies interessieren, sehr zu empfehlen.« Michael Christopher, www.socialnet.de, 05.06.2018 »Hahn [stößt] in ein wichtiges Problemfeld und zeigt umfassend auf, welch frappierende Desiderate im Sektor digitaler Spielkultur nach wie vor bestehen.« Stefan Simond, MEDIENwissenschaft, 1 (2018) »Das Buch leistet einen wichtigen Beitrag zu einer Diskussion, die bisher eher von ›Gamerinnen‹ selbst als in gesellschaftlichen Zusammenhängen geführt wurde.« Vernetzungsstelle Newsletter/Portal aus Niedersachsen für Gleichberechtigung, Frauen- und Gleichstellungsbeauftragte, 9 (2017) O-Ton: »Frauen legen mehr Wert auf Ästhetik« - Sabine Hahn im Interview beim Bieler Tagblatt am 04.09.2017. »Eine empfehlenswerte Überblicksarbeit mit einem ersten Zugang auf die Expertenperspektive der Produzenten zu einem kulturell bedeutsamen Forschungsgebiet.« Antje Müller, merz, 61/4, 8 (2017) O-Ton: »Das Thema wird immer noch hitzig diskutiert« - Sabine Hahn am 23.7. im Gespräch bei 20 Minuten Online. O-Ton: »Sobald Sie eine Frau ins Team setzen, wird die Perspektive erweitert« - Sabine Hahn im Gespräch mit Christoph Reimann am 21.06.2017 beim Deutschlandfunk. Besprochen in: Hertz 87.9, 28.06.2017, Sabrina Velibeyoglu c't, 18 (2017), Maik Schmidt GMK-Newsletter, 2 (2018)


Book
Clash of Realities 2015/16 : On the Art, Technology and Theory of Digital Games. Proceedings of the 6th and 7th Conference
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ISBN: 3839440319 Year: 2017 Publisher: Bielefeld transcript Verlag

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Digital games as transmedia works of art - Games as social environments - The aesthetics of play - Digital games in pedagogy - Cineludic aesthetics - Ethics in games - these were some of the important and fascinating topics addressed during the international research conference "Clash of Realities" in 2015 and 2016 by more than a hundred international speakers, academics as well as artists. This volume represents the best contributions - by, inter alia, Janet H. Murray, David OReilly, Eric Zimmerman, Thomas Elsaesser, Lorenz Engell, Susana Tosca, Miguel Sicart, Frans Mäyrä, and Mark J.P. Wolf. Besprochen in: GMK-Newsletter, 2 (2018)


Book
Clash of Realities 2015/16 : On the Art, Technology and Theory of Digital Games. Proceedings of the 6th and 7th Conference
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ISBN: 9783839440315 3839440319 3837640310 Year: 2017 Publisher: Bielefeld transcript Verlag

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Digital games as transmedia works of art - Games as social environments - The aesthetics of play - Digital games in pedagogy - Cineludic aesthetics - Ethics in games - these were some of the important and fascinating topics addressed during the international research conference "Clash of Realities" in 2015 and 2016 by more than a hundred international speakers, academics as well as artists. This volume represents the best contributions - by, inter alia, Janet H. Murray, David OReilly, Eric Zimmerman, Thomas Elsaesser, Lorenz Engell, Susana Tosca, Miguel Sicart, Frans Mäyrä, and Mark J.P. Wolf. Besprochen in: GMK-Newsletter, 2 (2018)


Periodical
Digital Culture & Education
ISSN: 18368301


Book
Learning to Play : Exploring the Future of Education with Video Games
Authors: --- --- ---
Year: 2011 Publisher: New York PH04

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Over the past two decades, much attention has been given to the new media culture of video games, due to their unique features and pervasive nature among young people. This book critically examines the role of video games in education, arguing that they encourage strategic thinking, planning, communicating, negotiation skills, multi-tasking and group decision-making. It is also observed that video games promote higher levels of attention and concentration among players. The book contains multiple perspectives and presents thought-provoking ideas, innovative approaches, systemic exploration, exemplary and promising efforts, and future-oriented scenarios. The book draws together distinguished researchers, educational and curriculum planners, game creators, educational and social psychologists, and instructional designers to explore how video games can transform the future of education. «This volume makes a substantial contribution to the growing field of games and learning. Both the range of topics and the depth of exploration make it well worth the read. A forward-leaning discussion that will certainly help shape this emerging field.» (Constance Steinkuehler, University of Wisconsin-Madison, USA) «To push the field forward we need more critical thinking, like this book, that will find innovative ways to get us from experiments to practical use in schools.» (Simon Egenfeldt-Nielsen, IT University of Copenhagen, Denmark)


Book
Paratextualizing games : investigations on the paraphernalia and peripheries of play
Authors: --- --- ---
ISBN: 3839454212 3732854213 3837654214 9783839454213 Year: 2021 Publisher: Bielefeld transcript Verlag

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Gaming no longer only takes place as a »closed interactive experience« in front of TV screens, but also as broadcast on streaming platforms or as cultural events in exhibition centers and e-sport arenas. The popularization of new technologies, forms of expression, and online services has had a considerable influence on the academic and journalistic discourse about games. This anthology examines which paratexts gaming cultures have produced - i.e., in which forms and formats and through which channels we talk (and write) about games - as well as the way in which paratexts influence the development of games. How is knowledge about games generated and shaped today and how do boundaries between (popular) criticism, journalism, and scholarship have started to blur? In short: How does the paratext change the text?


Book
Gaming and the Arts of Storytelling
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ISBN: 303921232X 3039212311 9783039212323 Year: 2019 Publisher: Basel, Switzerland : MDPI,

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This book examines the notion of storytelling in videogames. This topic allows new perspectives on the enduring problem of narrative in digital games, while also opening up different avenues of inquiry. The collection looks at storytelling in games from many perspectives. Topics include the remediation of Conrad's Heart of Darkness in games such as Spec Ops: The Line; the storytelling similarities in Twin Peaks and Deadly Premonition, a new concept of 'choice poetics'; the esthetics of Alien films and games, and a new theoretical overview of early game studies on narrative

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