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  1. Playing with Virtuality
    Autor*in: Bigl, Benjamin
    Erschienen: 2013
    Verlag:  Peter Lang GmbH, Frankfurt a.M. ; Peter Lang International Academic Publishers, Bern

    Computer games have fascinated millions of users for more than 30 years. Today, they constitute the strongest sector in the media-entertainment industry and are part of the experience of digital daily life. Computer Game Studies require a deep... mehr

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    Computer games have fascinated millions of users for more than 30 years. Today, they constitute the strongest sector in the media-entertainment industry and are part of the experience of digital daily life. Computer Game Studies require a deep understanding of functional and communicational mechanisms of games that support the player’s immersion in virtual worlds. Unfortunately, the discussion and the academic research about usage and effects of computer games mostly takes place isolated within different scientific contexts with various theoretical and methodological approaches. Therefore, this anthology combines the perspectives of Media Studies, Game Studies, and Communication Studies, and presents their findings in an interdisciplinary approach.

     

    Export in Literaturverwaltung   RIS-Format
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    Quelle: Verbundkataloge
    Beteiligt: Stoppe, Sebastian
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9783653027648
    Weitere Identifier:
    DDC Klassifikation: Spiele und Freizeitaktivitäten für drinnen (793)
    Auflage/Ausgabe: 1st, New ed.
    Schriftenreihe: MedienRausch ; 5
    Schlagworte: Computerspiel; Analyse
    Umfang: 1 Online-Ressource
  2. Playing with virtuality
    theories and methods of computer game studies
    Beteiligt: Bigl, Benjamin (HerausgeberIn); Stoppe, Sebastian (HerausgeberIn)
    Erschienen: 2013
    Verlag:  Peter Lang GmbH, Internationaler Verlag der Wissenschaften, Frankfurt am Main

    Computer games have fascinated millions of users for more than 30 years. Today, they constitute the strongest sector in the media-entertainment industry and are part of the experience of digital daily life. Computer Game Studies require a deep... mehr

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Potsdamer Straße
    keine Fernleihe

     

    Computer games have fascinated millions of users for more than 30 years. Today, they constitute the strongest sector in the media-entertainment industry and are part of the experience of digital daily life. Computer Game Studies require a deep understanding of functional and communicational mechanisms of games that support the player’s immersion in virtual worlds. Unfortunately, the discussion and the academic research about usage and effects of computer games mostly takes place isolated within different scientific contexts with various theoretical and methodological approaches. Therefore, this anthology combines the perspectives of Media Studies, Game Studies, and Communication Studies, and presents their findings in an interdisciplinary approach Contents: Florian Kiefer: Involvierung über Involvierungsbrüche. Eine Strukturanalyse zur Beschreibung des Involvierungspotenzials von Call of Duty 4. Modern Warfare 21 – Matthias Stork: The spectacle of the interface: post-cinematic aesthetics in action computer games and films – Antonio José Planells De La Maza: Sorry, but our princess is in another castle! Towards a theory of video games as ludofictional worlds – Rafael Bienia: Das Computer-Rollenspiel-Genre – Stefan Höltgen: Game Circuits. Platform Studies und Medienarchäologie als Methoden zur Erforschung von Computerspielen – Letícia Perani: Playing for serious reasons: brief notes on the influence of games in early HCI history – Gareth Schott/Jasper Van Vught/Raphaël Marczak: Not knowing: locating player experience between ideal and active play – Benjamin Bigl: If the game goes on. Perceived transfer effects from virtual game worlds into everyday life – Sebastian Koch: Is there a blind spot? An empirical study on the awareness for violence in videogames – Anne Mette Thorhauge: Intended and negotiated gameplay: the interpretive power of the player – Danny Pannicke/Rüdiger Zarnekow: Post-Adoption virtueller Welten – Claus Wohlgemuth: A qualitative study on immersion in videogames: avatar-identification as a factor influencing immersion – Janina Maric: Gaming at the e-sport event: Mediatized confrontations (re)negotiating sport, body and media – Arne Schröder: Playing with the avatar: World of Warcraft avatars as play things – David Gause/Volker Gehrau: The effect of real world-cues on the use of online football manager games – Pascaline Lorentz: Video-ludological socialization – Gabriela T. Richard: Gender and gameplay: research and future directions – Juan F. Belmonte: Identity through free choice? The frontiers of sexuality and gender in computer games – Matthew Barr: Computer games and learning: the current state of play – Felix Kronenberg: Computer games as agentive and immersive spaces for language learners – Mirian Checa/Ana Belén García Varela/Natalia Monjelat/David Herrero/Héctor Del Castillo: Participatory culture and skills for new media learning – Michael Filsecker/Michael Kerres: Designing and studying educational games: Limitations of current design and research approaches in game-based learning – Jasper A. Friedrich: Computerspiele und Medienethik. Zur Systematik des Forschungsfeldes – Thomas-Gabriel Rüdiger: Gamecrime und Metacrime - Kriminogene Aspekte virtueller Welten

     

    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Hinweise zum Inhalt
    Volltext (lizenzpflichtig)
    Quelle: Staatsbibliothek zu Berlin
    Beteiligt: Bigl, Benjamin (HerausgeberIn); Stoppe, Sebastian (HerausgeberIn)
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9783653027648
    Weitere Identifier:
    9783653027648
    RVK Klassifikation: SU 500 ; DW 4000 ; AP 15963
    Schriftenreihe: MedienRausch ; 5
    Schlagworte: Computerspiel; Design
    Umfang: 1 Online-Ressource (423 pages)
  3. Playing with virtuality
    theories and methods of computer game studies
    Erschienen: 2013
    Verlag:  PL Academic Research, Frankfurt am Main

    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9783653027648; 3631640609; 9783631640609
    Schriftenreihe: Medienrausch - Schriftenreihe des Zentrums für Wissenschaft und Forschung ; 5
    Schlagworte: Gesellschaft; Internet games; Internet games; Internet games; Computerspiel
    Umfang: 1 online resource (425 pages), illustrations
    Bemerkung(en):

    Description based on print version record

  4. Playing with virtuality
    theories and methods of computer game studies
    Beteiligt: Bigl, Benjamin (HerausgeberIn); Stoppe, Sebastian (HerausgeberIn)
    Erschienen: 2013
    Verlag:  Peter Lang GmbH, Internationaler Verlag der Wissenschaften, Frankfurt am Main

    Computer games have fascinated millions of users for more than 30 years. Today, they constitute the strongest sector in the media-entertainment industry and are part of the experience of digital daily life. Computer Game Studies require a deep... mehr

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
    uneingeschränkte Fernleihe, Kopie und Ausleihe

     

    Computer games have fascinated millions of users for more than 30 years. Today, they constitute the strongest sector in the media-entertainment industry and are part of the experience of digital daily life. Computer Game Studies require a deep understanding of functional and communicational mechanisms of games that support the player’s immersion in virtual worlds. Unfortunately, the discussion and the academic research about usage and effects of computer games mostly takes place isolated within different scientific contexts with various theoretical and methodological approaches. Therefore, this anthology combines the perspectives of Media Studies, Game Studies, and Communication Studies, and presents their findings in an interdisciplinary approach Contents: Florian Kiefer: Involvierung über Involvierungsbrüche. Eine Strukturanalyse zur Beschreibung des Involvierungspotenzials von Call of Duty 4. Modern Warfare 21 – Matthias Stork: The spectacle of the interface: post-cinematic aesthetics in action computer games and films – Antonio José Planells De La Maza: Sorry, but our princess is in another castle! Towards a theory of video games as ludofictional worlds – Rafael Bienia: Das Computer-Rollenspiel-Genre – Stefan Höltgen: Game Circuits. Platform Studies und Medienarchäologie als Methoden zur Erforschung von Computerspielen – Letícia Perani: Playing for serious reasons: brief notes on the influence of games in early HCI history – Gareth Schott/Jasper Van Vught/Raphaël Marczak: Not knowing: locating player experience between ideal and active play – Benjamin Bigl: If the game goes on. Perceived transfer effects from virtual game worlds into everyday life – Sebastian Koch: Is there a blind spot? An empirical study on the awareness for violence in videogames – Anne Mette Thorhauge: Intended and negotiated gameplay: the interpretive power of the player – Danny Pannicke/Rüdiger Zarnekow: Post-Adoption virtueller Welten – Claus Wohlgemuth: A qualitative study on immersion in videogames: avatar-identification as a factor influencing immersion – Janina Maric: Gaming at the e-sport event: Mediatized confrontations (re)negotiating sport, body and media – Arne Schröder: Playing with the avatar: World of Warcraft avatars as play things – David Gause/Volker Gehrau: The effect of real world-cues on the use of online football manager games – Pascaline Lorentz: Video-ludological socialization – Gabriela T. Richard: Gender and gameplay: research and future directions – Juan F. Belmonte: Identity through free choice? The frontiers of sexuality and gender in computer games – Matthew Barr: Computer games and learning: the current state of play – Felix Kronenberg: Computer games as agentive and immersive spaces for language learners – Mirian Checa/Ana Belén García Varela/Natalia Monjelat/David Herrero/Héctor Del Castillo: Participatory culture and skills for new media learning – Michael Filsecker/Michael Kerres: Designing and studying educational games: Limitations of current design and research approaches in game-based learning – Jasper A. Friedrich: Computerspiele und Medienethik. Zur Systematik des Forschungsfeldes – Thomas-Gabriel Rüdiger: Gamecrime und Metacrime - Kriminogene Aspekte virtueller Welten

     

    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Hinweise zum Inhalt
    Volltext (lizenzpflichtig)
    Quelle: Staatsbibliothek zu Berlin
    Beteiligt: Bigl, Benjamin (HerausgeberIn); Stoppe, Sebastian (HerausgeberIn)
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9783653027648
    Weitere Identifier:
    9783653027648
    RVK Klassifikation: SU 500 ; DW 4000 ; AP 15963
    Schriftenreihe: MedienRausch ; 5
    Schlagworte: Computerspiel; Design
    Umfang: 1 Online-Ressource (423 pages)
  5. Playing with Virtuality
    Theories and Methods of Computer Game Studies
    Beteiligt: Stoppe, Sebastian (Herausgeber); Bigl, Benjamin (Herausgeber)
    Erschienen: 2013
    Verlag:  Peter Lang GmbH, Internationaler Verlag der Wissenschaften, Frankfurt

    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Quelle: Verbundkataloge
    Beteiligt: Stoppe, Sebastian (Herausgeber); Bigl, Benjamin (Herausgeber)
    Sprache: Deutsch
    Medientyp: Ebook
    Format: Online
    ISBN: 9783653027648
    Weitere Identifier:
    9783653027648
    Schriftenreihe: MedienRausch ; 5
    Schlagworte: Computerspiel; Online-Spiel; E-Sport
    Weitere Schlagworte: (Produktform)Electronic book text; (Zielgruppe)Fachpublikum/ Wissenschaft; Computerspiele; Onlinekommunikation; Medienethik; Medienwirkung; (VLB-WN)9740; (BISAC Subject Heading)ART043000; (BIC Subject Heading)CBP
    Umfang: Online-Ressource
    Bemerkung(en):

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