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  1. Dual Wield
    The Interplay of Poetry and Video Games
    Author: Stone, Jon
    Published: 2023
    Publisher:  De Gruyter Oldenbourg, Berlin

    Universitätsbibliothek J. C. Senckenberg, Bibliothekszentrum Geisteswissenschaften (BzG)
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  2. The Art of Adaptation in Film and Video Games
    Contributor: Thomas, Christian (Herausgeber)
    Published: 2022
    Publisher:  MDPI - Multidisciplinary Digital Publishing Institute, Basel

    Hochschulbibliothek der Fachhochschule Aachen
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    Source: Union catalogues
    Contributor: Thomas, Christian (Herausgeber)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783036548999
    Other identifier:
    Subjects: Film, TV & radio
    Other subjects: Mulan; adaptation; Disney; Orientalism; cultural authenticity; cultural palimpsest; Chinese cinema; science fiction; The Wandering Earth; patricide; patrilineality; nationalism; media; mass culture; film; digital games; film adaptation; experimental game design; game design process documentation; T.S. Eliot; Prufrock; remediation; comic strip; animated film; split screen; video poem; YouTube dramatic monologue; photographic montage; Contagion; propaganda; pandemic; premediation; Steven Soderbergh; Scott Z. Burns; transit; migrants; empathy; liminal spaces; Bildungsroman; modernity; videogames; Shakespeare; Tale of a Forest; biodiversity; documentary; ecocriticism; environmental narrative; forest; nature photography; nostalgia; species; video games; game studies; Star Wars; George Lucas; game reviews; criticism; thematic analysis; Japanese video games; game localization; cultural adaptation; localization approaches; localization strategies; domestication; foreignization; reception; trauma; origin; psychoanalysis; repetition; impossibility; loss; representation; extremity; writing; image; failure; memoir; missed experience; creative writing studies; screenwriting; video game narrative design; interactive writing; horror film; horror video games; survival horror; character development; sci-fi; thriller; genre; tropes; methodology; n/a
    Scope: 1 electronic resource (254 pages)
  3. AAA - Arbeiten aus Anglistik und Amerikanistik - Agenda: Advancing Anglophone Studies 48, 2
    Published: 2024
    Publisher:  Narr

    Table of ContensIntroduction: Exploring paths to mental health in English Language EducationDaniel Becker and Frauke MatzMental Health Literacy quest or Three reasons why: Using hypertext fiction tofoster Mental Health LiteracySean HoltAddressing the... more

     

    Table of ContensIntroduction: Exploring paths to mental health in English Language EducationDaniel Becker and Frauke MatzMental Health Literacy quest or Three reasons why: Using hypertext fiction tofoster Mental Health LiteracySean HoltAddressing the effects of racism in English Language Education with graphicnovelsSilke BraselmannThe role of digitality for neurodivergent English language learners: Agency andwell-being within and outside the ELT classroomCarolyn Blume and Jules Bündgens-KostenHow about a little noise? Hearing, listening and mindfulness in the EFL listeningclassroomJens-Folkert FolkertsGaming till you drop: The representation of video games and gaming disorder incontemporary German EFL textbooksDaniel BeckerEnglish language education in times of adversities: Supporting students' communicativeagency and resilience in the context of polycrisisFrauke Matz

     

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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9783381108114
    Other identifier:
    9783381108114
    Edition: 1. Auflage
    Series: AAA - Arbeiten aus Anglistik und Amerikanistik / AAA - Agenda: Advancing Anglophone Studies ; 48,2
    Subjects: ELT; EFL; Teaching English; graphic novel; video games; gaming disorder; digitality; neurodiversity; Mental Health Literacy
    Other subjects: Englische Literatur; Englisch; Amerikanische Literatur; Sprachwissenschaften; Zeitschrift, Loseblatt-Ausgabe / Sprachwissenschaft, Literaturwissenschaft
    Scope: 140 Seiten, 229 gr
  4. Respawn
    gamers, hackers, and technogenic life
    Published: 2018; ©2018
    Publisher:  Duke University Press, Durham

    Examines the connections between video games, hacking, and science fiction that galvanize technological activism and technological communities. Discussing a wide range of games, from Portal and Final Fantasy VII to Super Mario Sunshine and Shadow of... more

    Universitätsbibliothek Regensburg
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    Examines the connections between video games, hacking, and science fiction that galvanize technological activism and technological communities. Discussing a wide range of games, from Portal and Final Fantasy VII to Super Mario Sunshine and Shadow of the Colossus, the author illustrates how they impact the lives of gamers and nongamers alike. They also serve as resources for critique, resistance, and insurgency, offering a space for players and hacktivist groups such as Anonymous to challenge obstinate systems and experiment with alternative futures. providing an essential walk-through guide to our digital culture and its high-tech controversies, the author shows how games and playable media spawn new modes of engagement in a computerized world

     

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    Content information
    Volltext (kostenfrei)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 1478090367; 9781478090366
    RVK Categories: AP 15963
    Edition: [Open access version]
    Series: Experimental futures
    Subjects: Video Games; Jeux vidéo; Pirates informatiques; Aktivismus; Computerspiel; GAMES; Hacker; Hackers; Technology; video games; Video games; Hackers; Technology; Video games; Hacker; Aktivismus; Computerspiel
    Other subjects: Electronic books
    Scope: 1 Online-Ressource
  5. Game AI pro 360
    Guide to architecture
    Contributor: Rabin, Steve (Publisher)
    Published: [2020]; © 2020
    Publisher:  CRC Press, Boca Raton ; London ; New York

    "Cutting-edge game AI architecture primarily from game developers of shipped commercial games. The book acts as a toolbox of techniques that can be applied to many common and not-so-common situations"-- more

    Universität der Bundeswehr München, Universitätsbibliothek
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    "Cutting-edge game AI architecture primarily from game developers of shipped commercial games. The book acts as a toolbox of techniques that can be applied to many common and not-so-common situations"--

     

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    Source: Union catalogues
    Contributor: Rabin, Steve (Publisher)
    Language: English
    Media type: Book
    ISBN: 9780367151041; 0367151049; 9780367151072; 0367151073
    RVK Categories: ST 324
    Subjects: Programmierung; Computerspiel
    Other subjects: Computer games / Programming; Computer games / Design; Video games; Software architecture; Video Games; Jeux d'ordinateur / Programmation; Jeux d'ordinateur / Conception; Jeux vidéo; Architecture logicielle; video games; Computer games / Design; Computer games / Programming; Software architecture; Video games
    Scope: xx, 381 Seiten, Illustrationen, 24 cm
    Notes:

    Behavior selection algorithms: an overview / Michael Dawe, Steve Gargolinski, Luke Dicken, Troy Humphreys, and Dave Mark -- Structural architecture - common tricks of the trade / Kevin Dill -- The behavior tree starter kit / Alex J. Champandard and Philip Dunstan -- Real-world behavior trees in script / Michael Dawe -- Simulating behavior trees: a behavior tree/planner hybrid approach / Daniel Hilburn -- An introduction to utility theory / David "Rez" Graham -- Building utility decisions into your existing behavior tree / Bill Merrill -- Reactivity and deliberation in decision-making systems / Carle Côté -- Exploring HTN planners through example / Troy Humphreys -- Hieracrchical plan-space planning for multi-unit combat maneuvers / William van der Sterren -- Phenominal AL level-of-detail control with the LOD trader / Ben Sunshine-Hill -- Runtime compiled C++ for rapid AI development / Doug Binks, Matthew Jack, and Will Wilson --

    Plumbing the forbidden depths: scripting and AI / Mike Lewis -- Possibility maps for opportunistic AI and believable worlds / John Manslow -- Production rules implementation in 1849 / Robert Zubek -- Production systems: new techniques in AAA games / Andrea Schiel -- Building a risk-free environment to enhance prototyping: hinted-execution behavior trees / Sergio Ocio Barriales -- Smart zones to create the ambience of life / Etienne de Sevin, Caroline Chopinaud, and Clodéric Mars -- Separation of concerns architecture for AI and animation / Bobby Anguelov -- Optimizing practical planning for Game AI / Éric Jacopin -- Modular AI / Kevin Dill and Christopher Dragert -- Overcoming pitfalls in behavior tree design / Anthony Francis -- From behavior to animation: a reactive AI architecture for networked first-person shooter games / Sumeet Jakatdar --

    A character decision-making system for FINAL FANTASY XV by combining behavior trees and state machines / Youichiro Miyake, Youji Shirakami, Kazuya Shimokawa, Kousake Namiki, Tomoki Komatsu, Joudan Tatsuhiro, Prasert Prasertvithyakarn, and Takanori Yokoyama -- A reusable, light-weight finite-state machine / David "Rez" Graham -- Choosing effective utility-based considerations / Mike Lewis -- Combining scripted behavior with game tree search for stronger, more robust game AI / Nicolas A. Barriga, Marius Stanescu, and Michael Buro

  6. The Art of Adaptation in Film and Video Games
    Contributor: Thomas, Christian (Publisher)
    Published: 2022
    Publisher:  MDPI Books, Basel

    This Special Issue of Arts explores the art and practice of adaptation in several different mediums with a focus on film and video games. The topics covered include experimental game design, narrative design, film and trauma, games adapted from... more

    Freie Universität Berlin, Universitätsbibliothek, Zentralbibliothek
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    This Special Issue of Arts explores the art and practice of adaptation in several different mediums with a focus on film and video games. The topics covered include experimental game design, narrative design, film and trauma, games adapted from literature, video game cinema, film and the pandemic, film and the environment, film and immigration, and film and culture.

     

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    Source: Philologische Bibliothek, FU Berlin
    Contributor: Thomas, Christian (Publisher)
    Language: English
    Media type: Data medium
    Format: Online
    Subjects: Film, TV & radio
    Other subjects: Mulan; adaptation; Disney; Orientalism; cultural authenticity; cultural palimpsest; Chinese cinema; science fiction; The Wandering Earth; patricide; patrilineality; nationalism; media; mass culture; film; digital games; film adaptation; experimental game design; game design process documentation; T.S. Eliot; Prufrock; remediation; comic strip; animated film; split screen; video poem; YouTube dramatic monologue; photographic montage; Contagion; propaganda; pandemic; premediation; Steven Soderbergh; Scott Z. Burns; transit; migrants; empathy; liminal spaces; Bildungsroman; modernity; videogames; Shakespeare; Tale of a Forest; biodiversity; documentary; ecocriticism; environmental narrative; forest; nature photography; nostalgia; species; video games; game studies; Star Wars; George Lucas; game reviews; criticism; thematic analysis; Japanese video games; game localization; cultural adaptation; localization approaches; localization strategies; domestication; foreignization; reception; trauma; origin; psychoanalysis; repetition; impossibility; loss; representation; extremity; writing; image; failure; memoir; missed experience; creative writing studies; screenwriting; video game narrative design; interactive writing; horror film; horror video games; survival horror; character development; sci-fi; thriller; genre; tropes; methodology
    Scope: 1 electronic resource (254 p.)
  7. The Art of Adaptation in Film and Video Games
    Contributor: Thomas, Christian (Publisher)
    Published: 2022
    Publisher:  MDPI Books, Basel

    This Special Issue of Arts explores the art and practice of adaptation in several different mediums with a focus on film and video games. The topics covered include experimental game design, narrative design, film and trauma, games adapted from... more

     

    This Special Issue of Arts explores the art and practice of adaptation in several different mediums with a focus on film and video games. The topics covered include experimental game design, narrative design, film and trauma, games adapted from literature, video game cinema, film and the pandemic, film and the environment, film and immigration, and film and culture.

     

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    Source: Union catalogues
    Contributor: Thomas, Christian (Publisher)
    Language: English
    Media type: Data medium
    Format: Online
    Subjects: Film, TV & radio
    Other subjects: Mulan; adaptation; Disney; Orientalism; cultural authenticity; cultural palimpsest; Chinese cinema; science fiction; The Wandering Earth; patricide; patrilineality; nationalism; media; mass culture; film; digital games; film adaptation; experimental game design; game design process documentation; T.S. Eliot; Prufrock; remediation; comic strip; animated film; split screen; video poem; YouTube dramatic monologue; photographic montage; Contagion; propaganda; pandemic; premediation; Steven Soderbergh; Scott Z. Burns; transit; migrants; empathy; liminal spaces; Bildungsroman; modernity; videogames; Shakespeare; Tale of a Forest; biodiversity; documentary; ecocriticism; environmental narrative; forest; nature photography; nostalgia; species; video games; game studies; Star Wars; George Lucas; game reviews; criticism; thematic analysis; Japanese video games; game localization; cultural adaptation; localization approaches; localization strategies; domestication; foreignization; reception; trauma; origin; psychoanalysis; repetition; impossibility; loss; representation; extremity; writing; image; failure; memoir; missed experience; creative writing studies; screenwriting; video game narrative design; interactive writing; horror film; horror video games; survival horror; character development; sci-fi; thriller; genre; tropes; methodology
    Scope: 1 electronic resource (254 p.)
  8. Gender und Gaming
    Frauen im Fokus der Games-Industrie
    Author: Hahn, Sabine
    Published: [2017]; © 2017
    Publisher:  transcript Verlag, Bielefeld

    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,... more

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    Universität Potsdam, Universitätsbibliothek
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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. Fifty percent of the Germans play computer games. Half of all players are female - a survey of women in the game culture

     

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  9. Game Production Studies
    Contributor: Sotamaa, Olli (Publisher); Svelch, Jan (Publisher)
    Published: 2021
    Publisher:  Amsterdam University Press

    Video games have entered the cultural mainstream and in terms of economic profits they now rival established entertainment industries such as film or television. As careers in video game development become more common, so do the stories about... more

     

    Video games have entered the cultural mainstream and in terms of economic profits they now rival established entertainment industries such as film or television. As careers in video game development become more common, so do the stories about precarious working conditions and structural inequalities within the industry. Yet, scholars have largely overlooked video game production cultures in favor of studying games themselves and player audiences. In Game Production Studies, an international group of established and emerging researchers takes a closer look at the everyday realities of video game production, ranging from commercial industries to independent creators and cultural intermediaries. Across sixteen chapters, the authors deal with issues related to labour, game development, monetization and publishing, as well as local specificities. As the first edited collection dedicated solely to video game production, this volume provides a timely resource for anyone interested in how games are made and at what costs.

     

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    Source: OAPEN
    Contributor: Sotamaa, Olli (Publisher); Svelch, Jan (Publisher)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9789048551736
    Other identifier:
    Subjects: Media studies; Computer games design
    Other subjects: video games; production studies; game industry
    Scope: 1 electronic resource (356 p.)
  10. Respawn : Gamers, Hackers, and Technogenic Life
    Published: 2018
    Publisher:  Duke University Press, Durham

    In Respawn Colin Milburn examines the connections between video games, hacking, and science fiction that galvanize technological activism and technological communities. Discussing a wide range of games, from Portal and Final Fantasy VII to Super... more

     

    In Respawn Colin Milburn examines the connections between video games, hacking, and science fiction that galvanize technological activism and technological communities. Discussing a wide range of games, from Portal and Final Fantasy VII to Super Mario Sunshine and Shadow of the Colossus, Milburn illustrates how they impact the lives of gamers and non-gamers alike. They also serve as resources for critique, resistance, and insurgency, offering a space for players and hacktivist groups such as Anonymous to challenge obstinate systems and experiment with alternative futures. Providing an essential walkthrough guide to our digital culture and its high-tech controversies, Milburn shows how games and playable media spawn new modes of engagement in a computerized world.

     

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    Source: OAPEN
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781478090366; 9781478002789; 9781478002925; 9781478001348
    Other identifier:
    Subjects: Media studies
    Other subjects: video games; hacking; science fiction
    Scope: 1 electronic resource (312 p.)
  11. Destructive Sublime
    World War II in American Film and Media
    Published: [2018]; © 2018
    Publisher:  Rutgers University Press, New Brunswick, NJ

    The American popular imagination has long portrayed World War II as the "good war," fought by the "greatest generation" for the sake of freedom and democracy. Yet, combat films and other war media complicate this conventional view by indulging in... more

    Brandenburgische Technische Universität Cottbus - Senftenberg, Universitätsbibliothek
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    The American popular imagination has long portrayed World War II as the "good war," fought by the "greatest generation" for the sake of freedom and democracy. Yet, combat films and other war media complicate this conventional view by indulging in explosive displays of spectacular violence. Combat sequences, Tanine Allison argues, construct a counter-narrative of World War II by reminding viewers of the war’s harsh brutality. Destructive Sublime traces a new aesthetic history of the World War II combat genre by looking back at it through the lens of contemporary video games like Call of Duty. Allison locates some of video games’ glorification of violence, disruptive audiovisual style, and bodily sensation in even the most canonical and seemingly conservative films of the genre. In a series of case studies spanning more than seventy years—from wartime documentaries like The Battle of San Pietro to fictional reenactments like The Longest Day and Saving Private Ryan to combat video games like Medal of Honor—this book reveals how the genre’s aesthetic forms reflect (and influence) how American culture conceives of war, nation, and representation itself

     

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    Content information
    Volltext (URL des Erstveröffentlichers)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780813597522
    Other identifier:
    Series: War Culture
    Subjects: American; Call of Duty; Medal of Honor; Saving Private Ryan; The Battle of San Pietro; The Longest Day; WWII.; World War II.; combat; destructive; film; media; sublime; video games; war film; war; PERFORMING ARTS / General; Computer war games; War films; World War, 1939-1945; World War, 1939-1945; Computerspiel; Film; Weltkrieg <1939-1945, Motiv>
    Scope: 1 online resource, 11 color, 30 b-w
    Notes:

    Description based on online resource; title from PDF title page (publisher's Web site, viewed 04. Sep 2019)

  12. The Art of Adaptation in Film and Video Games
    Contributor: Thomas, Christian (Herausgeber)
    Published: 2022
    Publisher:  MDPI Books, Basel

    Hochschulbibliothek der Fachhochschule Aachen
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    Universitätsbibliothek der RWTH Aachen
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    Universitätsbibliothek der Fernuniversität
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    Universitätsbibliothek der RPTU in Kaiserslautern
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    Deutsche Zentralbibliothek für Medizin - Informationszentrum Lebenswissenschaften, Köln
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    Technische Hochschule Köln, Hochschulbibliothek
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    Zentralbibliothek der Sportwissenschaften der Deutschen Sporthochschule Köln
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    Source: Union catalogues
    Contributor: Thomas, Christian (Herausgeber)
    Language: Undetermined
    Media type: Ebook
    Format: Online
    ISBN: 9783036548999
    Other identifier:
    10.3390/books978-3-0365-4899-9
    Other subjects: Mulan; adaptation; Disney; Orientalism; cultural authenticity; cultural palimpsest; Chinese cinema; science fiction; The Wandering Earth; patricide; patrilineality; nationalism; media; mass culture; film; digital games; film adaptation; experimental game design; game design process documentation; T.S. Eliot; Prufrock; remediation; comic strip; animated film; split screen; video poem; YouTube dramatic monologue; photographic montage; Contagion; propaganda; pandemic; premediation; Steven Soderbergh; Scott Z. Burns; transit; migrants; empathy; liminal spaces; Bildungsroman; modernity; videogames; Shakespeare; Tale of a Forest; biodiversity; documentary; ecocriticism; environmental narrative; forest; nature photography; nostalgia; species; video games; game studies; Star Wars; George Lucas; game reviews; criticism; thematic analysis; Japanese video games; game localization; cultural adaptation; localization approaches; localization strategies; domestication; foreignization; reception; trauma; origin; psychoanalysis; repetition; impossibility; loss; representation; extremity; writing; image; failure; memoir; missed experience; creative writing studies; screenwriting; video game narrative design; interactive writing; horror film; horror video games; survival horror; character development; sci-fi; thriller; genre; tropes; methodology; n/a; Film, TV & radio
    Scope: 1 electronic resource (254 pages)
  13. Customer competences and innovation capability
    empirical investigation for the example of the german video games industry
    Published: 2015
    Publisher:  Cuvillier, Göttingen

    Hochschule Niederrhein, Bibliothek
    Hkk Illi
    Loan of volumes, no copies
    Universitäts- und Landesbibliothek Münster
    3L 11062
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    Content information
    Source: Union catalogues
    Language: English
    Media type: Dissertation
    ISBN: 9783954049165
    Other identifier:
    9783954049165
    DDC Categories: 330
    Edition: 1. Aufl.
    Subjects: Computerspielindustrie; Kunde; Dynamische Fähigkeiten; Qualifikation; Open Innovation
    Other subjects: (Produktform)Book; Innovation; innovation management; innovation process; innovation capability; innovativeness customer competences; customers; video games industry; video games; structural equation modeling; empirical research; online survery; (VLB-WN)1780: Hardcover, Softcover / Wirtschaft
    Scope: XX, 413 S.
    Notes:

    Zugl.: Bremen, Univ., Diss., 2014

  14. XNA 3.0 game programming recipes
    a problem-solution approach
    Published: 2009; ©2009
    Publisher:  Apress ;, Berkeley, CA [u.a.] ; O'Reilly Media Inc., Sebastopol, CA

    Provides information on creating 2D or 3D games using the Microsoft XNA 3.0 Framework. more

    Access:
    Bibliothek der Hochschule Darmstadt, Zentralbibliothek
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    Universitätsbibliothek J. C. Senckenberg, Zentralbibliothek (ZB)
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    Bibliothek der Hochschule Mainz, Untergeschoss
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    Universität Marburg, Universitätsbibliothek
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    Provides information on creating 2D or 3D games using the Microsoft XNA 3.0 Framework.

     

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781430218562; 1430218568; 9781430218555; 143021855X; 9786612290862
    RVK Categories: ST 320
    Series: The expert's voice in XNA
    Subjects: XNA Framework; Computerspiel; Programmierung; Computer games; Video games; Jeux d'ordinateur; Jeux vidéo; video games; GAMES; Informatique; Video games; Video games; Computer games; Video games
    Scope: 1 Online-Ressource (xx, 649 pages), illustrations
  15. The Art of Adaptation in Film and Video Games
    Contributor: Thomas, Christian (Herausgeber)
    Published: 2022
    Publisher:  MDPI Books, Basel

    Hochschule Koblenz, RheinAhrCampus, Bibliothek
    Unlimited inter-library loan, copies and loan
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    Source: Union catalogues
    Contributor: Thomas, Christian (Herausgeber)
    Language: 0|e
    Media type: Ebook
    Format: Online
    ISBN: 9783036548999
    Subjects: Film, TV & radio
    Other subjects: Mulan; adaptation; Disney; Orientalism; cultural authenticity; cultural palimpsest; Chinese cinema; science fiction; The Wandering Earth; patricide; patrilineality; nationalism; media; mass culture; film; digital games; film adaptation; experimental game design; game design process documentation; T.S. Eliot; Prufrock; remediation; comic strip; animated film; split screen; video poem; YouTube dramatic monologue; photographic montage; Contagion; propaganda; pandemic; premediation; Steven Soderbergh; Scott Z. Burns; transit; migrants; empathy; liminal spaces; Bildungsroman; modernity; videogames; Shakespeare; Tale of a Forest; biodiversity; documentary; ecocriticism; environmental narrative; forest; nature photography; nostalgia; species; video games; game studies; Star Wars; George Lucas; game reviews; criticism; thematic analysis; Japanese video games; game localization; cultural adaptation; localization approaches; localization strategies; domestication; foreignization; reception; trauma; origin; psychoanalysis; repetition; impossibility; loss; representation; extremity; writing; image; failure; memoir; missed experience; creative writing studies; screenwriting; video game narrative design; interactive writing; horror film; horror video games; survival horror; character development; sci-fi; thriller; genre; tropes; methodology; n/a
    Scope: 1 electronic resource (254 pages)
  16. Destructive Sublime
    World War II in American Film and Media
    Published: [2018]; © 2018
    Publisher:  Rutgers University Press, New Brunswick, NJ

    The American popular imagination has long portrayed World War II as the "good war," fought by the "greatest generation" for the sake of freedom and democracy. Yet, combat films and other war media complicate this conventional view by indulging in... more

    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 Passau
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    The American popular imagination has long portrayed World War II as the "good war," fought by the "greatest generation" for the sake of freedom and democracy. Yet, combat films and other war media complicate this conventional view by indulging in explosive displays of spectacular violence. Combat sequences, Tanine Allison argues, construct a counter-narrative of World War II by reminding viewers of the war’s harsh brutality. Destructive Sublime traces a new aesthetic history of the World War II combat genre by looking back at it through the lens of contemporary video games like Call of Duty. Allison locates some of video games’ glorification of violence, disruptive audiovisual style, and bodily sensation in even the most canonical and seemingly conservative films of the genre. In a series of case studies spanning more than seventy years—from wartime documentaries like The Battle of San Pietro to fictional reenactments like The Longest Day and Saving Private Ryan to combat video games like Medal of Honor—this book reveals how the genre’s aesthetic forms reflect (and influence) how American culture conceives of war, nation, and representation itself

     

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    Volltext (URL des Erstveröffentlichers)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780813597522
    Other identifier:
    Series: War Culture
    Subjects: American; Call of Duty; Medal of Honor; Saving Private Ryan; The Battle of San Pietro; The Longest Day; WWII.; World War II.; combat; destructive; film; media; sublime; video games; war film; war; PERFORMING ARTS / General; Computer war games; War films; World War, 1939-1945; World War, 1939-1945; Zweiter Weltkrieg <Motiv>; Computerspiel; Film
    Scope: 1 online resource, 11 color, 30 b-w
    Notes:

    Description based on online resource; title from PDF title page (publisher's Web site, viewed 04. Sep 2019)

  17. Horror
    a companion
    Contributor: Bacon, Simon (Publisher)
    Published: 2019
    Publisher:  Peter Lang, Oxford ; Bern ; Berlin ; Wien

    THD - Technische Hochschule Deggendorf, Hochschulbibliothek
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    Universitätsbibliothek Eichstätt-Ingolstadt
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    Source: Union catalogues
    Contributor: Bacon, Simon (Publisher)
    Language: English
    Media type: Book
    ISBN: 9781787079199; 1787079198
    Other identifier:
    9781787079199
    RVK Categories: AP 53900 ; EC 6805
    DDC Categories: 792
    Series: Genre fiction and film companions ; 3
    Subjects: Horrorfilm; Horrorliteratur
    Other subjects: African American horror; Annihilation; Bacon; Companion; Cowboy Smithx; Duffer Brothers; eco-horror; Edgar Allan Poe; film; genre fiction; Get Out; horror; Horror; Indigenous horror; Koji Suzuki; popular culture; queer horror; Simon; Simon Bacon; social media; Stanley Kubrick; Stephen King; Stranger Things; terror; the Ring cycle; video games
    Scope: viii, 277 Seiten, Illustrationen, 23 cm, 423 g
  18. Customer competences and innovation capability
    empirical investigation for the example of the German video games industry
    Published: 2015
    Publisher:  Cuvillier, Göttingen

    Universitätsbibliothek Bamberg
    Unlimited inter-library loan, copies and loan
    Max-Planck-Institut für Innovation und Wettbewerb / Max-Planck-Institut für Steuerrecht und Öffentliche Finanzen, Bibliothek
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9783954049165
    Other identifier:
    9783954049165
    RVK Categories: QP 210
    DDC Categories: 330
    Edition: 1. Aufl.
    Subjects: Open Innovation; Qualifikation; Dynamische Fähigkeiten; Computerspielindustrie; Kunde
    Other subjects: Innovation; innovation management; innovation process; innovation capability; innovativeness customer competences; customers; video games industry; video games; structural equation modeling; empirical research; online survery
    Scope: XX, 413 S.
    Notes:

    Zugl.: Univ., Bremen, Diss., 2014

  19. Race and media
    critical approaches
    Contributor: Lopez, Lori Kido (Publisher)
    Published: [2020]; © 2020
    Publisher:  New York University Press, New York, NY

    A foundational collection of essays that demonstrate how to study race and mediaFrom graphic footage of migrant children in cages to #BlackLivesMatter and #OscarsSoWhite, portrayals and discussions of race dominate the media landscape. Race and Media... more

    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 Augsburg
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    Universitätsbibliothek Bamberg
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    Universitätsbibliothek Erlangen-Nürnberg, Hauptbibliothek
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    Hochschule Kempten, Hochschulbibliothek
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    Hochschule Landshut, Hochschule für Angewandte Wissenschaften, Bibliothek
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    Bayerische Staatsbibliothek
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    Universitätsbibliothek Passau
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    A foundational collection of essays that demonstrate how to study race and mediaFrom graphic footage of migrant children in cages to #BlackLivesMatter and #OscarsSoWhite, portrayals and discussions of race dominate the media landscape. Race and Media adopts a wide range of methods to make sense of specific occurrences, from the corporate portrayal of mixed-race identity by 23andMe to the cosmopolitan fetishization of Marie Kondo. As a whole, this collection demonstrates that all forms of media-from the sitcoms we stream to the Twitter feeds we follow-confirm racism and reinforce its ideological frameworks, while simultaneously giving space for new modes of resistance and understanding. In each chapter, a leading media scholar elucidates a set of foundational concepts in the study of race and media-such as the burden of representation, discourses of racialization, multiculturalism, hybridity, and the visuality of race. In doing so, they offer tools for media literacy that include rigorous analysis of texts, ideologies, institutions and structures, audiences and users, and technologies. The authors then apply these concepts to a wide range of media and the diverse communities that engage with them in order to uncover new theoretical frameworks and methodologies. From advertising and music to film festivals, video games, telenovelas, and social media, these essays engage and employ contemporary dialogues and struggles for social justice by racialized communities to push media forward

     

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    Volltext (URL des Erstveröffentlichers)
    Source: Union catalogues
    Contributor: Lopez, Lori Kido (Publisher)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781479823222
    Other identifier:
    RVK Categories: AP 14000 ; LB 31960
    Series: Critical cultural communication
    Subjects: #BlackLivesMatter; Arab Americans; Audiences; Indigenous activism; Japaneseness; Latinx; Marie Kondo; South Asian; allies; blogs; celebrity; cosmopolitanism; diaspora; digital ethnography; documentary; ethnicity;racism;people of color;media studies;popular culture;systemic oppression;mainstream media industries;image analysis;representation;semiotics;television Westerns;Latinos/as;mixed race;racial genetics;advertising;visuality;sonic color line;vocal bodies;televised trials;anti-blackness;racial violence;audio;sports media;celebrities;activism;branding;black athletes;sitcoms;authorship;burden of representation;Asian American;television;Indigenous media;indie video games;sovereignty;Latina/o Critical Communication Theory;Afro-Latinos;Spanish-language media;film festivals;media independence;trans;remediation;performance;Black trans;queer;internet television;distribution;intersectionality;web series;podcasting;technological affordances;social enclaves;sonic media;blackness;Black Twitter;semi-enclaves;cultural boundaries;linguistics;social media;YouTube;comedy; fan activism; fandom; heterogeneity; journalism; live-streaming; media studies methods; metalinguistics; online spaces; participatory culture; platforms; social justice; solidarity; tactics; video games; SOCIAL SCIENCE / Media Studies; Mass media and minorities; Mass media and race relations; Nationale Minderheit; Massenmedien; Ethnische Identität; Fremdbild; Ethnizität <Motiv>
    Scope: 1 Online-Ressource (326 Seiten), Illustrationen
  20. Games and Rules
    Game Mechanics for the "Magic Circle"
    Contributor: Suter, Beat (Publisher); Kocher, Mela (Publisher); Bauer, René (Publisher)
    Published: [2018]
    Publisher:  transcript, Bielefeld

    Why do we play games and why do we play them on computers? The contributors of "Games and Rules" take a closer look at the core of each game and the motivational system that is the game mechanics. Games are control circuits that organize the game... more

    Universitätsbibliothek Augsburg
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    Hochschule Kempten, Hochschulbibliothek
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    Why do we play games and why do we play them on computers? The contributors of "Games and Rules" take a closer look at the core of each game and the motivational system that is the game mechanics. Games are control circuits that organize the game world with their (joint) players and establish motivations in a dedicated space, a "Magic Circle", whereas game mechanics are constructs of rules designed for interactions that provide gameplay. Those rules form the base for all the excitement and frustration we experience in games.This anthology contains individual essays by authors with backgrounds in Game Design and Game Studies, who lead the discourse to get to the bottom of game mechanics in video games and the real world

     

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    Volltext (URL des Erstveröffentlichers)
    Source: Union catalogues
    Contributor: Suter, Beat (Publisher); Kocher, Mela (Publisher); Bauer, René (Publisher)
    Language: German
    Media type: Ebook
    Format: Online
    ISBN: 9783839443040
    RVK Categories: AP 15963 ; ST 324
    Series: Edition Medienwissenschaft ; Volume 53
    Edition Medienwissenschaft ; Volume 53
    Subjects: Computer Games; Video Games; Motivation; Media; Game Studies; Game Design; Media Aesthetics; Media Art; Media Studies; Narratology; Ludology; Game Mechanics; Ergodic Systems; Aporia and Epiphany; computer games; video games; Spieltheorie; Mediendesign; Spielregel; Medienwissenschaft; Computerspiel; Ästhetik; Spielwissenschaft
    Scope: 1 Online-Ressource (321 Seiten), Illustrationen
  21. Gamer trouble
    feminist confrontations in digital culture
    Published: [2020]; © 2020
    Publisher:  New York University Press, New York, NY

    Complicating perspectives on diversity in video gamesGamers have been troublemakers as long as games have existed. As our popular understanding of "gamer" shifts beyond its historical construction as a white, straight, adolescent, cisgender male, the... more

    Bayerische Staatsbibliothek
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    Universitätsbibliothek der LMU München
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    Complicating perspectives on diversity in video gamesGamers have been troublemakers as long as games have existed. As our popular understanding of "gamer" shifts beyond its historical construction as a white, straight, adolescent, cisgender male, the troubles that emerge both confirm and challenge our understanding of identity politics. In Gamer Trouble, Amanda Phillips excavates the turbulent relationships between surface and depth in contemporary gaming culture, taking readers under the hood of the mechanisms of video games in order to understand the ways that difference gets baked into its technological, ludic, ideological, and social systems.By centering the insights of queer and women of color feminisms in readings of online harassment campaigns, industry animation practices, and popular video games like Portal and Mass Effect, Phillips adds essential analytical tools to our conversations about video games. She embraces the trouble that attends disciplinary crossroads, linking the violent hate speech of trolls and the representational practices marginalizing people of color, women, and queers in entertainment media to the dehumanizing logic undergirding computation and the optimization strategies of gameplay. From the microcosmic level of electricity and flicks of a thumb to the grand stages of identity politics and global capitalism, wherever gamers find themselves, gamer trouble follows. As reinvigorated forms of racism, sexism, and homophobia thrive in games and gaming communities, Phillips follows the lead of those who have been making good trouble all along, agitating for a better world

     

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    Volltext (URL des Erstveröffentlichers)
  22. Customer competences and innovation capability
    empirical investigation for the example of the german video games industry
    Published: 2015
    Publisher:  Cuvillier, Göttingen

    Hochschule Niederrhein, Bibliothek
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    Universitäts- und Landesbibliothek Münster, Zentralbibliothek
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    Source: Union catalogues
    Language: English
    Media type: Dissertation
    Format: Print
    ISBN: 9783954049165
    Other identifier:
    9783954049165
    DDC Categories: 330
    Edition: 1. Aufl.
    Subjects: Deutschland; Computerspielindustrie; Open Innovation; Dynamische Fähigkeiten; Qualifikation; Kunde
    Other subjects: Innovation; innovation management; innovation process; innovation capability; innovativeness customer competences; customers; video games industry; video games; structural equation modeling; empirical research; online survery
    Scope: XX, 413 S.
    Notes:

    Bremen, Univ., Diss., 2014

  23. Game changers
    the video game revolution
    Contributor: Terragni, Emilia (Publisher); Tibbs, David (Publisher); Parkin, Simon; Block, India
    Published: 2023
    Publisher:  Phaidon Press, London ; New York, NY

    Universitätsbibliothek Bayreuth
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    Hochschule für Fernsehen und Film, Bibliothek
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    Zentralinstitut für Kunstgeschichte, Bibliothek
    No loan of volumes, only paper copies will be sent
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    Source: Union catalogues
    Contributor: Terragni, Emilia (Publisher); Tibbs, David (Publisher); Parkin, Simon; Block, India
    Language: English
    Media type: Book
    ISBN: 9781838666989
    Other identifier:
    9781838666989
    RVK Categories: AP 15963
    Subjects: Computerspiel; Videospiel
    Other subjects: A to Z; video games; influential; celebrated; games; consoles; visual history; gaming industry; history; gameplay; graphics; design; gaming culture
    Scope: 351 Seiten, Diagramme, Karten, 29 cm x 25 cm
  24. »Geschichte ist unsere Spielwiese«
    Populäre Geschichtsbilder in Computerspielen
    Contributor: Mysliwietz-Fleiß, Daniela (Publisher); Pasternak, Jan (Publisher); Stahl, Heiner (Publisher)
    Published: 2023
    Publisher:  transcript, Bielefeld

    Universitätsbibliothek Würzburg
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    Source: Union catalogues
    Contributor: Mysliwietz-Fleiß, Daniela (Publisher); Pasternak, Jan (Publisher); Stahl, Heiner (Publisher)
    Language: German
    Media type: Book
    ISBN: 9783837658705; 3837658708
    Other identifier:
    9783837658705
    Edition: 1. Auflage
    Series: Public History - Angewandte Geschichte ; 11
    Other subjects: Geschichte; Popularisierung; Medien; Computerspiel; Geschichtskultur; Inszenierung; Spielkultur; history; popular culture; media; video games; cultural memory
    Scope: 270 Seiten, 100 SW-Abbildungen, 24 cm x 15.5 cm, 473 g
  25. Horror
    a companion
    Contributor: Bacon, Simon (Publisher)
    Published: 2019
    Publisher:  Peter Lang, Oxford ; Bern ; Berlin ; Wien

    Universitätsbibliothek Würzburg
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    Volltext (URL des Erstveröffentlichers)
    Source: Union catalogues
    Contributor: Bacon, Simon (Publisher)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781787079205; 9781787079212; 9781787079229
    Other identifier:
    RVK Categories: AP 53900 ; EC 6805
    DDC Categories: 792
    Series: Genre fiction and film companions ; 3
    Subjects: Horrorliteratur; Horrorfilm
    Other subjects: African American horror; Annihilation; Bacon; Companion; Cowboy Smithx; Duffer Brothers; eco-horror; Edgar Allan Poe; film; genre fiction; Get Out; horror; Horror; Indigenous horror; Koji Suzuki; popular culture; queer horror; Simon; Simon Bacon; social media; Stanley Kubrick; Stephen King; Stranger Things; terror; the Ring cycle; video games
    Scope: 1 Online-Ressource (viii, 277 Seiten), Illustrationen