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  1. The digital role-playing game and technical communication
    a history of Bethesda, BioWare, and CD Projekt Red
    Published: 2021
    Publisher:  Bloomsbury Academic, New York

    "With annual gross sales surpassing 100 billion U.S. dollars each of the last two years, the digital games industry may one day challenge theatrical-release movies as the highest-grossing entertainment media in the world. In their examination of the... more

    Humboldt-Universität zu Berlin, Universitätsbibliothek, Jacob-und-Wilhelm-Grimm-Zentrum
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    "With annual gross sales surpassing 100 billion U.S. dollars each of the last two years, the digital games industry may one day challenge theatrical-release movies as the highest-grossing entertainment media in the world. In their examination of the tremendous cultural influence of digital games, Daniel Reardon and David Wright analyze three companies that have shaped the industry: Bethesda, located in Rockville, Maryland; BioWare in Edmonton, Alberta, and CD Projekt Red in Warsaw, Poland. Each company has used social media and technical content in the games to promote players' belief that players control the companies' game narratives. The result has been at times explosive, as empowered players often attempted to co-op the creative processes of games through discussion board forum demands, fund-raising campaigns to persuade companies to change or add game content, and modifications ("modding") of the games through fan-created downloads. The result has changed the way we understand the interactive nature of digital games and the power of fan culture to shape those games"

     

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  2. Slovarʹ kompʹjuterno-gejmerskogo žargona
    leksičeskoe i frazeologičeskoe predstavlenie realij, svjazannych s kompʹjuternymi technologijami
    Published: 2021
    Publisher:  Centr gumanitarnych iniciativ, Moskva ; Sankt-Peterburg

    Universitäts- und Stadtbibliothek Köln, Hauptabteilung
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    Source: Union catalogues
    Language: Russian
    Media type: Book
    Format: Print
    ISBN: 9785987122365; 5987122368
    Subjects: Video games / Terminology; Computers / Terminology / Dictionaries; Video games / Social aspects; Computer games / Social aspects
    Scope: 616 Seiten, 21 cm
  3. Serious games, exergames, exerlearning
    zur Transmedialisierung und Gamification des Wissenstransfers
    Contributor: Freyermuth, Gundolf S. (Publisher); Gotto, Lisa (Publisher); Wallenfels, Fabian (Publisher)
    Published: [2013]; © 2013
    Publisher:  transcript Verlag, Bielefeld

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
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    TH-AB - Technische Hochschule Aschaffenburg, Hochschulbibliothek
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    Technische Hochschule Augsburg
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    Universitätsbibliothek Bamberg
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    Hochschule Coburg, Zentralbibliothek
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    Hochschule Kempten, Hochschulbibliothek
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    Hochschule Landshut, Hochschule für Angewandte Wissenschaften, Bibliothek
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    Universitätsbibliothek der LMU München
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    Evangelische Hochschule Nürnberg, Bibliothek
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    Universitätsbibliothek Passau
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    Technische Hochschulbibliothek Rosenheim
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    Source: Union catalogues
    Contributor: Freyermuth, Gundolf S. (Publisher); Gotto, Lisa (Publisher); Wallenfels, Fabian (Publisher)
    Language: German
    Media type: Conference proceedings
    Format: Online
    ISBN: 9783839421666
    Other identifier:
    Corporations / Congresses: Fachkonferenz "Sportlich spielend lernen: Lehren und Lernen mit Exergames?" (2011, Köln)
    Series: Bild und Bit ; Band 2
    Subjects: Computer games / Psychological aspects; Computer games / Social aspects; Video games / Psychological aspects; Musik; Gesellschaft; Psychologie; Lernspiel; Wissensvermittlung; Computerspiel; Intermedialität
    Scope: 1 Online-Ressource (473 Seiten), Illustrationen, Diagramme
    Notes:

    Aus dem Vorwort: "Den Abschluss fand das Forschungsprojekt im März 2011 mit der zweitägigen Fachkonferenz 'Sportlich spielend lernen: Lehren und Lernen mit Exergames?'"

  4. Computerspiel und Lebenswelt
    kulturanthropologische Perspektiven
    Published: [2014]; © 2014
    Publisher:  transcript, Bielefeld

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
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    TH-AB - Technische Hochschule Aschaffenburg, Hochschulbibliothek
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    Technische Hochschule Augsburg
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    Universitätsbibliothek Bamberg
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    Hochschule Kempten, Hochschulbibliothek
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    Hochschule Landshut, Hochschule für Angewandte Wissenschaften, Bibliothek
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    Evangelische Hochschule Nürnberg, Bibliothek
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    Universitätsbibliothek Passau
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    Universitätsbibliothek Regensburg
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    Technische Hochschulbibliothek Rosenheim
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    Content information
    Source: Union catalogues
    Language: German
    Media type: Dissertation
    Format: Online
    ISBN: 9783839428818
    Other identifier:
    RVK Categories: ST 324 ; AP 15963 ; DW 4400 ; LC 13000 ; MS 7965
    Series: Edition Kulturwissenschaft ; Band 53
    Subjects: Computer games / Social aspects; Internet games / Social aspects; Virtual reality / Social aspects; Spiel; Gesellschaft; Lebenswelt; Computerspiel; Spieler
    Scope: 1 Online-Ressource (313 Seiten)
    Notes:

    Dissertation, Universität Graz, 2014

    Real world or game? Thomas Lackner analyzes computer games' modes of operation and the blurred boundaries between virtual worlds and the everyday reality of gamers

  5. More than a game
    the computer game as fictional form
    Published: 2003
    Publisher:  Manchester University Press, Manchester, UK

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
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    Ostbayerische Technische Hochschule Amberg-Weiden, Hochschulbibliothek, Standort Weiden
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 0719063647; 0719063655; 1280734337; 141757805X; 9780719063640; 9781280734335; 9781417578054
    Subjects: GAMES / Video & Electronic; Computing and information technology; Digital lifestyle; Computer games: strategy guides; Computer games / Social aspects; Gesellschaft; Computer games; Computerspiel; Soziologie
    Scope: 1 Online-Ressource (170 pages)
    Notes:

    Includes bibliographical references and index

    The computer game as fictional form -- - Fantastically real: reading Tomb Raider -- - Gritty realism: reading Half-Life -- - Replaying history: reading Close Combat -- - Managing the real: reading SimCity -- - More than a game? -- - Glossary of game-specific terms -- - Bibliography -- - Index

    This is the first academic work dedicated to the study of computer games in terms of the stories they tell and the manner of their telling. It considers the computer game as a new and emerging mode of contemporary storytelling in a fashion that is accessible and readable

  6. Game cultures
    computer games as new media
    Author: Dovey, Jon
    Published: 2006
    Publisher:  Open University Press, Maidenhead, Berkshire, England

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
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    Ostbayerische Technische Hochschule Amberg-Weiden, Hochschulbibliothek, Standort Weiden
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 0335224873; 1280951311; 9780335213573; 9780335224876; 9781280951312
    Other identifier:
    9780335213588 (hbk.)
    978033521257X (pbk.)
    RVK Categories: LB 61000 ; LC 13000 ; SU 500
    Series: Issues in cultural and media studies
    Subjects: SOCIAL SCIENCE / Anthropology / Cultural; POLITICAL SCIENCE / Public Policy / Cultural Policy; SOCIAL SCIENCE / Popular Culture; Computer games / Social aspects; Play (Philosophy); Popular culture; Gesellschaft; Computer games; Play (Philosophy); Popular culture; Massenkultur; Computerspiel
    Scope: 1 Online-Ressource (x, 171 p.)
    Notes:

    Includes bibliographical references (p. [150]-161) and index

    Cover -- Acknowledgements -- TOC36;Contents -- Foreword -- CH36;Chapter 01 Studying computer games -- What is games culture63; -- Theories of technology -- Interactivity -- Spectatorship and the 8216;problem of immersion -- Representation and simulation -- Consumption47;production -- Technicity -- Work and play -- Conclusion -- Further reading -- CH36;Chapter 02 Play technology and culture -- The ludological turn -- Play theory history -- The rules -- The time and space of play -- The magic circle and its contexts seven rhetorics -- The subject in play -- The social subject in play -- Gendering play space -- Technoplay -- Ludic cultures and critiques -- Conclusion -- Further reading -- CH36;Chapter 03 Cultures of production -- The Trojan Horse in the digital parlour -- The economic system -- The developers -- The publishers -- The technologists in the economic system -- The system of technology -- Upgrade culture -- Making it real -- Game engines -- The system of culture --

    - Conclusion -- Further reading -- CH36;Chapter 04 Networks of technicity -- Identity44; culture and technology -- Technicity and hegemony -- Framing technicity hackers and cyborgs -- The hacker ethos and mythos -- The cyborg manifesto and manifestations -- From margin to centre discourses of dominant technicity -- Magical things of wonderment -- Edge as cultural capital -- Gendering technology -- The invisible 8216;others in cyberculture -- The 8216;other histories of computer gaming cultures -- Conclusion -- Further reading -- CH36;Chapter 05 Computer games as media text -- Can a computer game be treated as a text63; -- Case studies in computer game analysis -- Computer games as fictional worlds -- Lara as object and subject -- Identification44; investment and immersion -- Avatar as 8216;vehicle -- Representation and experience -- Narrative to navigation -- Character to capability -- Representation to ritual -- Conclusion -- Further reading --

    - CH36;Chapter 06 Bodies and machines58; Cyborg subjectivity and gameplay -- Flow44; immersion and configuration -- Why the body matters in gameplay -- Bodies and avatars -- Why the cyborg63; gameplay as cybernetic -- The cyborg at the machine -- The cyborg in the machine -- Gameplay and technicity -- Gameplay as cyborg performance -- Cyborg performances and playful selves -- Cyborgian heterotopias -- Conclusion -- CH36;Chapter 07 Interventions and recuperations 63; -- Computer games as co45;creative media -- Aspiration44; tributes and tactics -- Productive paradox women and Quake -- From piracy to open systems configurative practice asbrand loyalty63; -- A brief history of modding -- The age of co45;creative media -- Fan art -- Mod arts -- Tactical arts -- Playing at technicity -- Conclusion -- Further reading -- Glossary Terms -- References -- Gameography 47; Ludograpy -- IDX36;Index -- Last Page

    This book introduces the critical concepts and debates that are shaping the emerging field of game studies. Exploring games in the context of cultural studies and media studies, it analyses computer games as the most popular contemporary form of new media production and consumption. The book: argues for the centrality of play in redefining reading, consuming and creating culture; offers detailed research into the political economy of games to generate a model of new media production; and, examines the dynamics of power in relation to both the production and consumption of computer games. This is key reading for students, academics and industry practitioners in the fields of cultural studies, new media, media studies and game studies, as well as human-computer interaction and cyberculture

  7. Computerspiele
    Fluch oder Segen? : die Nutzer, die Gefahren, die Lernpotentiale, der Umgang
    Published: 2011
    Publisher:  Diplomica Verlag, Hamburg

  8. Gamer theory
    Published: 2007
    Publisher:  Harvard University Press, Cambridge, Mass.

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
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    Ostbayerische Technische Hochschule Amberg-Weiden, Hochschulbibliothek, Standort Weiden
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 0674025199; 0674044835; 9780674025196; 9780674044838
    Subjects: POLITICAL SCIENCE / Public Policy / Cultural Policy; SOCIAL SCIENCE / Anthropology / Cultural; SOCIAL SCIENCE / Popular Culture; Computer games / Social aspects; Gesellschaft; Computer games; Psychosoziologie; Computerspiel
    Scope: 1 online resource (1 volumes (unpaged)), illustrations
    Notes:

    Description based on print version record

    Agony (on the cave) -- Allegory (on The Sims) -- America (on the civilization III) -- Analog (on Katamari Damacy) -- Atopia (on Vice City) -- Battle (on Rez) -- Boredom (on state of emergency) -- Complex (on Deus Ex) -- Conclusions (on SimEarth) -- Cuts (endnotes) -- Directory (index)

    'Gamer Theory' uncovers the significance of games in the gap between the near-perfection of actual games and the highly imperfect gamespace of everyday life in the rat race of free-market society

  9. The game culture reader
    Contributor: Thompson, Jason C. (Publisher); Ouellette, Marc A. (Publisher)
    Published: 2013
    Publisher:  Cambridge Scholars, Newcastle

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
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    Ostbayerische Technische Hochschule Amberg-Weiden, Hochschulbibliothek, Standort Weiden
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    Source: Union catalogues
    Contributor: Thompson, Jason C. (Publisher); Ouellette, Marc A. (Publisher)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 1443840947; 1443864374; 9781443840941; 9781443864374
    Subjects: Computer games / Social aspects; POLITICAL SCIENCE / Public Policy / Cultural Policy; SOCIAL SCIENCE / Anthropology / Cultural; SOCIAL SCIENCE / Popular Culture; Gesellschaft; Video games; Computerspiel; Videospiel
    Scope: 1 online resource (x, 270 pages), illustrations
    Notes:

    Description based on print version record

  10. Computer Games and Technical Communication
    Critical Methods and Applications at the Intersection
    Published: 2014
    Publisher:  Ashgate Publishing Ltd, Farnham

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
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    Ostbayerische Technische Hochschule Amberg-Weiden, Hochschulbibliothek, Standort Weiden
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781472426413; 147242641X
    Series: Ashgate studies in technical communication, rhetoric, and culture
    Subjects: COMPUTERS / General; Communication of technical information; Computer games / Social aspects; Electronic games; Technical writing; Gesellschaft; Computer games; Communication of technical information; Electronic games; Technical writing; Computerspiel; Kommunikation
    Scope: 335 pages
    Notes:

    Cover; Contents; List of Figures and Tables; Notes on Contributors; Foreword; Acknowledgments; Introduction; Part I Connecting Professional and Technical Communication and Game Studies; 1 It's All Fun and Games Until Someone Pulls Out a Manual; 2 Come Out Playing; Part II Industry Documentation and Procedural Guides; 3 Rendering Novelty Mundane; 4 Just Playing Around; 5 "It Wasn't Intended to be an Instruction Manual"; Part III Getting the Player Involved; 6 Game Design Documents; 7 Developing a Testing Method for Dynamic Narrative; 8 Psyche and Eros; 9 Patching as Design Rhetoric

    10 "You Are How You Play"11 Working at Play; Part IV Games in the Professional and Technical Communication Classroom ; 12 Inhabiting Professional Writing; 13 How World of Warcraft Could Save Your Classroom; 14 The Three D's of Procedural Literacy; 15 Questing through Class; 16 From Realism to Reality; Index; Games Index

    Taking as its point of departure the fundamental observation that games are both technical and symbolic, this collection investigates the multiple intersections between the study of computer games and the discipline of technical and professional writing. Contributors engage with questions related to workplace communities and gamic simulations; industry documentation; manuals, gameplay, and ethics; training, testing, and number crunching; and the work of games and gamifying work

  11. Slovarʹ kompʹjuterno-gejmerskogo žargona
    leksičeskoe i frazeologičeskoe predstavlenie realij, svjazannych s kompʹjuternymi technologijami
    Published: 2021
    Publisher:  Centr gumanitarnych iniciativ, Moskva, Sankt-Peterburg

    Bayerische Staatsbibliothek
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  12. Experimental games
    critique, play, and design in the age of gamification
    Published: 2020
    Publisher:  University of Chicago Press, Chicago ; London

    "Few human pastimes absorb as much money and attention as games, and digital games alone engage more than two billion people worldwide. At the same time, the forms of experiment and behavior modification known as "gamification" have imposed... more

    Bayerische Staatsbibliothek
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    "Few human pastimes absorb as much money and attention as games, and digital games alone engage more than two billion people worldwide. At the same time, the forms of experiment and behavior modification known as "gamification" have imposed unprecedented levels of competition, repetition, and quantification on daily life. Drawing from his own experience as a game designer, Patrick Jagoda shows that games need not be synonymous with gamification and reveals the ways in which experimental games can disrupt the logic of gamification itself. Games can, indeed, help us think beyond existing systems and intervene in neoliberal ideology from the inside out. Addressing game designers and new media artists as well as the growing field of game studies, Jagoda takes up a broad variety of games, including mainstream "AAA" games such "StarCraft,"widespread casual mobile games such as "Candy Crush Saga,"popular independent games such as "Stardew Valley,"formally experimental games such as "Luxuria Superbia,"and more personal auteur games such as "Dys4ia."He ranges over many genres including single-player, multi-player, and networked real-time strategy, platformers, simulators, first-person shooters, role-playing games, and puzzle games. The result is a game-changing book on the sociopolitical potential of this form of mass entertainment"--

     

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    Source: Union catalogues
    Language: English
    Media type: Dissertation
    Format: Online
    ISBN: 9780226630038
    RVK Categories: AP 15963
    Subjects: Gamification; Videospiel; Computerspiel
    Other subjects: Computer games; Video games; Computer games / Social aspects; Video games / Social aspects; Gamification; Digital computer simulation
    Scope: 1 Online-Ressource (xvi, 386 Seiten), Illustrationen
  13. Experimental games
    critique, play, and design in the age of gamification
    Published: [2020]
    Publisher:  The University of Chicago Press, Chicago ; London

    "Few human pastimes absorb as much money and attention as games, and digital games alone engage more than two billion people worldwide. At the same time, the forms of experiment and behavior modification known as "gamification" have imposed... more

    Zentralinstitut für Kunstgeschichte, Bibliothek
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    Universitätsbibliothek Würzburg
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    "Few human pastimes absorb as much money and attention as games, and digital games alone engage more than two billion people worldwide. At the same time, the forms of experiment and behavior modification known as "gamification" have imposed unprecedented levels of competition, repetition, and quantification on daily life. Drawing from his own experience as a game designer, Patrick Jagoda shows that games need not be synonymous with gamification and reveals the ways in which experimental games can disrupt the logic of gamification itself. Games can, indeed, help us think beyond existing systems and intervene in neoliberal ideology from the inside out. Addressing game designers and new media artists as well as the growing field of game studies, Jagoda takes up a broad variety of games, including mainstream "AAA" games such "StarCraft,"widespread casual mobile games such as "Candy Crush Saga,"popular independent games such as "Stardew Valley,"formally experimental games such as "Luxuria Superbia,"and more personal auteur games such as "Dys4ia."He ranges over many genres including single-player, multi-player, and networked real-time strategy, platformers, simulators, first-person shooters, role-playing games, and puzzle games. The result is a game-changing book on the sociopolitical potential of this form of mass entertainment"--

     

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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9780226629971; 9780226629834
    RVK Categories: AP 15963
    Subjects: Gamification; Computerspiel; Videospiel
    Other subjects: Computer games; Video games; Computer games / Social aspects; Video games / Social aspects; Gamification; Digital computer simulation
    Scope: xvi, 386 Seiten, Illustrationen
  14. Global games
    production, circulation and policy in the networked era
    Author: Kerr, Aphra
    Published: 2017
    Publisher:  Routledge, New York ; London

    Universitätsbibliothek Passau
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    Universitätsbibliothek Regensburg
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9780415858878; 9780415858861
    RVK Categories: AP 15963
    Subjects: Gesellschaft; Computerspielindustrie
    Other subjects: Computer games industry; Computer games / Economic aspects; Computer games / Social aspects; Computerspieleindustrie; Wirtschaftsstruktur; Branchenentwicklung; Welt
    Scope: xii, 228 Seiten, Illustrationen, Diagramme
  15. The digital role-playing game and technical communication
    a history of Bethesda, BioWare, and CD Projekt Red
    Published: 2021
    Publisher:  Bloomsbury Academic, New York

    "With annual gross sales surpassing 100 billion U.S. dollars each of the last two years, the digital games industry may one day challenge theatrical-release movies as the highest-grossing entertainment media in the world. In their examination of the... more

    Universitätsbibliothek Bayreuth
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    Bayerische Staatsbibliothek
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    Universitätsbibliothek Regensburg
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    "With annual gross sales surpassing 100 billion U.S. dollars each of the last two years, the digital games industry may one day challenge theatrical-release movies as the highest-grossing entertainment media in the world. In their examination of the tremendous cultural influence of digital games, Daniel Reardon and David Wright analyze three companies that have shaped the industry: Bethesda, located in Rockville, Maryland; BioWare in Edmonton, Alberta, and CD Projekt Red in Warsaw, Poland. Each company has used social media and technical content in the games to promote players' belief that players control the companies' game narratives. The result has been at times explosive, as empowered players often attempted to co-op the creative processes of games through discussion board forum demands, fund-raising campaigns to persuade companies to change or add game content, and modifications ("modding") of the games through fan-created downloads. The result has changed the way we understand the interactive nature of digital games and the power of fan culture to shape those games"

     

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  16. Visual digital culture
    surface play and spectacle in new media genres
    Published: 2000
    Publisher:  Routledge, London

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
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    Ostbayerische Technische Hochschule Amberg-Weiden, Hochschulbibliothek, Standort Weiden
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  17. Game work
    language, power, and computer game culture
    Published: ©2004
    Publisher:  University of Alabama Press, Tuscaloosa, Ala.

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
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    Ostbayerische Technische Hochschule Amberg-Weiden, Hochschulbibliothek, Standort Weiden
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 0817381422; 9780817381424
    RVK Categories: AP 15963
    Series: Rhetoric, culture, and social critique
    Subjects: Computer games; Jeux d'ordinateur / Aspect social; Jeux électroniques / Industrie; GAMES / Video & Electronic; Computer games / Social aspects; Electronic games industry; Computerkunst; Computerspelen; Populaire cultuur; Gesellschaft; Computer games; Electronic games industry; Computerspiel; Soziologie
    Scope: 1 Online-Ressource (xiv, 232 pages)
    Notes:

    Master and use copy. Digital master created according to Benchmark for Faithful Digital Reproductions of Monographs and Serials, Version 1. Digital Library Federation, December 2002

    Includes bibliographical references and index

    1. Studying the computer game complex -- Computer games as a mass culture -- Computer games as mass media -- Computer games as psychophysiological force -- Computer games as economic force -- Computer games as instructional force -- So, why study computer games? -- 2. A grammar of gamework -- Rhetoric and dialectic -- Propositions of the gamework -- The problematic of play -- The grammar of gameworks: analyzing the computer game complex -- 3. Capturing imaginations: rhetoric in the art of computer game development -- Rhetorical functions revisited -- Rhetoric in the discourse of game developers -- Working through the grammar of gameworks: agents, influences, manifestations, and transformative locales -- 4. Making meanings out of contradictions: the work of computer game reviewing -- Computer game reviewing online -- Computer game reviewing in print -- Playing up influence to influence play -- Reviewing the meanings of the computer game complex -- 5. The economies of black & white -- Defining economies -- The "purchase" of natural resources -- The "purchase" of spiritual resources -- The "purchase" of temporal resources -- The work of black & white -- Transformative locales: economic force as game work

    "Ken McAllister notes in his introduction to Game Work that, even though computer games are essentially entertainment, they are in fact important mediating agents for the broad exercise of socio-political power." "In considering how the languages, images, gestures, and sounds of video games influence those who build, market, and play them, McAllister highlights the ways in which ideology is coded into games. Computer games, he argues, have transformative effects on the consciousness of players, like poetry, fiction, journalism, and film, but the implications of these transformations are not always clear. Games can work to maintain the status quo or celebrate liberation of tolerate exploitation, and they can conjure feelings of hope or despair, assent or dissent, clarity or confusion."--Jacket

  18. Values at play in digital games
    Published: [2014]
    Publisher:  The MIT Press, Cambridge, Massachusetts

    Technische Hochschule Augsburg
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    Hochschulbibliothek Ingolstadt
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 0262027666; 026232444X; 9780262027663; 9780262324441
    Subjects: Computer games / Design; Computer games / Social aspects; Digital media / Social aspects; Values; Gesellschaft; Computer games; Values; Digital media; Computer games; Computerspiel; Wert
    Scope: 1 Online-Ressource (xiv, 207 pages)
    Notes:

    Includes bibliographical references and index

  19. Expressive processing
    digital fictions, computer games, and software studies
    Published: c2009
    Publisher:  MIT Press, Cambridge, Mass.

    Technische Hochschule Augsburg
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    Hochschulbibliothek Ingolstadt
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 0262013436; 0262302675; 9780262013437; 9780262302678
    Series: Software studies
    Subjects: Datentechnik; Technischer Fortschritt; Computerspiel; Alltagsbewusstsein; Sozialer Wandel; jeu informatique / simulation par ordinateur; Alltagsbewusstsein; Computerspiel; Datentechnik; Sozialer Wandel; Technischer Fortschritt; COMPUTERS / Digital Media / General; COMPUTERS / Interactive & Multimedia; COMPUTERS / Web / Site Design; COMPUTERS / Web / User Generated Content; Computer games / Social aspects; Digital computer simulation; Digital media; Interactive multimedia / Social aspects; Gesellschaft; Interactive multimedia; Computer games; Digital media; Digital computer simulation; Sozialer Wandel; Technischer Fortschritt; Datentechnik; Alltagsbewusstsein; Computerspiel
    Scope: 1 Online-Ressource (xv, 482 p.)
    Notes:

    Includes bibliographical references and index

    "Most books on digital media focus on what the machines of digital media look like from the outside but ignore the computational machines that make digital media possible. With this book, the first to approach computational processes from the perspective of media, games, and fiction, Wardrip-Fruin examines both the outside and the inside of digital media's machines."--BOOK JACKET.

  20. Digital culture, play, and identity
    a World of Warcraft reader
    Published: c2008
    Publisher:  MIT Press, Cambridge, MA

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
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    Ostbayerische Technische Hochschule Amberg-Weiden, Hochschulbibliothek, Standort Weiden
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 0262270846; 1435643283; 9780262270847; 9781435643284
    Subjects: GAMES / Video & Electronic; World of Warcraft; Computer games / Social aspects; Gesellschaft; Computer games; Computerspiel; Sozialanthropologie; World of Warcraft; Alltagskultur
    Scope: 1 Online-Ressource (viii, 304 p.)
    Notes:

    Includes bibliographical references and index

    Introduction: "Orc professor LFG," or, Researching in Azeroth culture / Hilde Corneliussen and Jill Walker -- Corporate ideology in World of Warcraft / Scott Rettberg -- "Never such innocence again" : war and histories in World of Warcraft / Esther MacCallum-Stewart -- World of Warcraft as a playground for feminism / Hilde Corneliussen -- The familiar and the foreign : playing (post)colonialism in World of Warcraft world / Jessica Langer -- A hollow world : World of Warcaft as spatial practice / Espen Aarseth -- World creation and lore : World of Warcraft as rich text / Tanya Krzywinska -- What makes World of Warcraft a world? : a note on death and dying / Lisbeth Klastrup -- Quests in World of Warcraft : deferral and repetition play / Jill Walker -- Does World of Warcraft change everything? : how a PVP server, multinational playerbase, and surveillance mod scene caused me pause / T.L. Taylor -- Humans playing World of Warcraft, or, Deviant strategies? / Torill Elvira Mortensen -- Role-play vs gameplay : the difficulties of playing a role in World of Warcraft identity / Esther MacCallum-Stewart and Justin Parsler -- Character identification in World of Warcraft : the relationship between capacity and appearance / Ragnhild Tronstad -- Playing with names : gaming and naming in World of Warcraft / Charlotte Hagström

  21. Play redux
    the form of computer games
    Author: Myers, David
    Published: c2010
    Publisher:  University of Michigan Press, Ann Arbor

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
    Unlimited inter-library loan, copies and loan
    Ostbayerische Technische Hochschule Amberg-Weiden, Hochschulbibliothek, Standort Weiden
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 0472026879; 9780472026876
    RVK Categories: SU 500
    Subjects: GAMES / Video & Electronic; Computer games / Social aspects; Play / Social aspects; Gesellschaft; Computer games; Play; Sozialverhalten; Computerspiel; Ästhetik
    Scope: 1 Online-Ressource (184 p.)
    Notes:

    Includes bibliographical references (p. 173-180) and index

    Bad play -- - Anti-ness -- - Formalism redux -- - Interface and code -- - The computer game anti-aesthetic -- - Anti-narrative -- - The backstory -- - Civilization -- - Social play -- - City of Heroes -- - Play and punishment -- - Final comments

  22. Expressive processing
    digital fictions, computer games, and software studies
    Published: c2009
    Publisher:  MIT Press, Cambridge, Mass.

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780262013437; 0262013436; 9780262302678
    Series: Software studies (Cambridge, Mass.)
    Subjects: Gesellschaft; Interactive multimedia / Social aspects; Computer games / Social aspects; Digital media; Digital computer simulation; Alltagsbewusstsein; Sozialer Wandel; Computerspiel; Technischer Fortschritt; Datentechnik
    Scope: 1 Online-Ressource (xv, 482 p.)
    Notes:

    Includes bibliographical references and index

    Introduction -- The Eliza effect -- Computer game fictions -- Making models -- The tale-spin effect -- Character and author intelligence -- Authoring systems -- The SimCity effect -- Playable language and nonsimulative processes -- Conclusion -- Afterword

  23. Play Redux : The Form of Computer Games
    Author: Myers, David
    Published: 2010
    Publisher:  University of Michigan Press, [s.l.]

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
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    Hochschulbibliothek Ansbach
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    Kunsthistorisches Institut in Florenz, Max-Planck-Institut, Bibliothek
    Hochschule Weihenstephan-Triesdorf, Zentralbibliothek
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    Bayerische Staatsbibliothek
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    Deutsches Museum, Bibliothek
    No loan of volumes, only paper copies will be sent
    Hochschule München, Bibliothek
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    Landesamt für Digitalisierung, Breitband und Vermessung, Bibliothek
    No inter-library loan
    Technische Universität München, Universitätsbibliothek
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    Universitätsbibliothek der LMU München
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    Zentralinstitut für Kunstgeschichte, Bibliothek
    No loan of volumes, only paper copies will be sent
    Hochschule für angewandte Wissenschaften Neu-Ulm, Hochschulbibliothek
    Unlimited inter-library loan, copies and loan
    Universität der Bundeswehr München, Universitätsbibliothek
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    Technische Hochschule Nürnberg Georg Simon Ohm, Bibliothek
    No loan of volumes, only paper copies will be sent
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    Universitätsbibliothek Passau
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    Leibniz-Institut für Ost- und Südosteuropaforschung, Bibliothek
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    Volltext (kostenfrei)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780472070923; 9780472050925; 9780472026876
    RVK Categories: SU 500
    Subjects: Computer games / Social aspects; Play / Social aspects; Technology (General); Gesellschaft; Computer games; Play; Ästhetik; Computerspiel; Sozialverhalten
    Scope: 1 Online-Ressource
  24. Digital culture, play, and identity
    a World of Warcraft reader
    Published: [2011]
    Publisher:  MIT Press, Cambridge, Mass.

    Universitätsbibliothek Bayreuth
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    Hochschule für Fernsehen und Film, Bibliothek
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    Universitätsbibliothek der LMU München
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9780262516693
    RVK Categories: SU 500
    Subjects: World of Warcraft; Computer games / Social aspects; Gesellschaft; World of Warcraft; Alltagskultur; Sozialanthropologie; Computerspiel
    Scope: VIII, 304 S., ill., 23 cm
    Notes:

    Originally published: 2008

    Includes bibliographical references and index

  25. Science fiction experiences
    Published: 2011
    Publisher:  New Academia Publ., Washington, D.C.

    Bayerische Staatsbibliothek
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    Content information
    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9780982806180
    Subjects: Science fiction films / Social aspects; Computer games / Social aspects; Identity (Psychology) and mass media; Gesellschaft; Science-Fiction-Film; Computerspiel
    Scope: IX, 160 S., Ill.
    Notes:

    Includes bibliographical references (p. 147-154) and index

    Introduction -- Hybrid science fiction: Paul Verhoeven and his hollow men -- Caravaggio reloaded and the Matrix: the NeoBaroque and science fiction -- Jack O'Neill I love thee, let me count the ways: stargates, fans and science fiction -- Enter the aleph: superhero worlds and hypertime realities -- Lost in genre: from mad science to cosmic mystery -- Science fiction worlds: tomorrow's world that we shall build today