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Displaying results 1 to 9 of 9.

  1. Inaudible Systems, Sonic Users
    Sound Interfaces and the Design of Audibility Layouts in Digital Games
    Published: 2021

    The audible dimension of computer games is revealing of contemporary digital culture and the restructuring of the current media ecology. In this article, I observe some of these rearrangements through a tentative probing of the interfacing conditions... more

    Index theologicus der Universitätsbibliothek Tübingen
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    The audible dimension of computer games is revealing of contemporary digital culture and the restructuring of the current media ecology. In this article, I observe some of these rearrangements through a tentative probing of the interfacing conditions of gaming established by their sound design projects. Through a media-archaeological approach, I observe how sonic space is organized, especially in the design of digital games in first and third-person perspective, taking part in the construction of playable audiovisual environments. I begin the article with a brief examination of different concepts of interface, and probe how the sound design of games may relate with previous audiovisual formats. Then, I analyze the particular ways in which computers and humans are interfaced through sound in order to estimate how user interfaces are representative of underlying reorganizations in contemporary sensibility and culture.

     

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    Source: Union catalogues
    Language: English
    Media type: Article (journal)
    Format: Online
    Other identifier:
    Parent title: Enthalten in: Gamevironments; Bremen : [Verlag nicht ermittelbar], 2014; 14(2021), Seite 50-84; Online-Ressource

    Subjects: 200; Audiovisual Culture; Digital Games; Gamification; Industrial Design; Media Archaeology; Media Ecology; Sound Design; User Interfaces; gamevironments
  2. Ghosts, Spooks, and Martyrs
    Historical Hauntings in Tom Clancy's Ghost Recon Wildlands
    Author: Ward, Megan
    Published: 2021

    In 1985, a United States undercover Drug Enforcement Administration (DEA) agent, Enrique Kiki Camarena, was abducted, tortured, and murdered in Guadalajara, Mexico by an alleged drug cartel. The ensuing international murder investigation saw breaches... more

    Index theologicus der Universitätsbibliothek Tübingen
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    In 1985, a United States undercover Drug Enforcement Administration (DEA) agent, Enrique Kiki Camarena, was abducted, tortured, and murdered in Guadalajara, Mexico by an alleged drug cartel. The ensuing international murder investigation saw breaches in extradition procedures, accusations that Mexican officials had destroyed key evidence, and allegations that the Central Intelligence Agency (CIA) had targeted Camarena to cover evidence of CIA covert involvement in Nicaragua. Camarena's death and subsequent martyrdom took form in national anti-drug campaigns, DEA awards, and the drug war foreign policy. More recently in 2017, French video game company Ubisoft released a massively popular video game, Tom Clancy's Ghost Recon Wildlands (2017), which fictionalizes Camarena's death and draws its players into a history of the United States drug war, complete with CIA Spooks, agrarian militias, and Mexican drug lords. In conversation with historical epistemologies, game studies, and with close attention to the obscured record of covert operation, this article investigates how cultural artifacts, specifically interactive ones, not only create history, but place their audience within in a history only now freshly unearthed and resurrected. Camarena's many resurrections in popular politics and media are salient examples of the participatory nature of history and the narratives we use to place ourselves within murky pasts.

     

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    Source: Union catalogues
    Language: English
    Media type: Article (journal); Review
    Format: Online
    Other identifier:
    Parent title: Enthalten in: Gamevironments; Bremen : [Verlag nicht ermittelbar], 2014; 14(2021), Seite 85-118; Online-Ressource

    Subjects: 200; Border Security; Drug War; Empire; Game Studies; Hauntings; Historical Epistemologies; Kiki Camarena; Tom Clancy’s Ghost Recon Wildlands; United States History; gamevironments
  3. Feminist Gamer Social Identities
    Published: 2021

    In 2020, the Electronic Software Association reported that women are just under half of all video game consumers. However, video games as an industry and communities of gamers are apparently resistant to the presence of women and especially feminists... more

    Evangelische Hochschule Freiburg, Hochschulbibliothek
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    Index theologicus der Universitätsbibliothek Tübingen
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    In 2020, the Electronic Software Association reported that women are just under half of all video game consumers. However, video games as an industry and communities of gamers are apparently resistant to the presence of women and especially feminists in these spaces. The events of #GamerGate serve as a stark reminder of the response to women and feminists in gaming spaces. We aim to contribute to a growing field of research by exploring why women who are feminists continue to identify as gamers in the face of such hostility. The first author interviewed 10 self-identified women who detailed their experiences as both gamers and feminists. We found that gamer and feminist identities impact each other in complex and surprising ways, leading to the creation of personal philosophies and social groups that support both social identities concurrently. We also discuss implications for future research.

     

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    Source: Union catalogues
    Language: English
    Media type: Article (journal)
    Format: Online
    Other identifier:
    Parent title: Enthalten in: Gamevironments; Bremen : [Verlag nicht ermittelbar], 2014; 14(2021), Seite 119-169; Online-Ressource

    Subjects: 200; Feminist; Feminist Gamers; Feminist Identity; Social Identity; gamevironments
  4. New Earth
    Fantasy Pantheon Inspired by Afro-Brazilian Religion
    Published: 2021

    In this research report I describe how I used a decolonial framework to design a pantheon, the faith system and temples based on Afro-Brazilian religions known as Candomblé and Umbanda for a fantasy setting of the role-playing game New Earth (2013),... more

    Index theologicus der Universitätsbibliothek Tübingen
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    In this research report I describe how I used a decolonial framework to design a pantheon, the faith system and temples based on Afro-Brazilian religions known as Candomblé and Umbanda for a fantasy setting of the role-playing game New Earth (2013), in which the oppressed defeat the colonizers and establish a culture based on their mixed ancestries.

     

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    Source: Union catalogues
    Language: English
    Media type: Article (journal)
    Format: Online
    Other identifier:
    Parent title: Enthalten in: Gamevironments; Bremen : [Verlag nicht ermittelbar], 2014; 14(2021), Seite 170-197; Online-Ressource

    Subjects: 200; Afro-Brazilian Religion; Decoloniality; Game Design; gamevironments
  5. History Games for Boys?
    Gender, Genre and the Self-Perceived Impact of Historical Games on Undergraduate Historians
    Published: 2021

    Historical games have a demonstrable impact on the development of their players’ formative understanding of history and it is increasingly clear that these media influence perceptions of history in the undergraduate classroom. This article considers... more

    Index theologicus der Universitätsbibliothek Tübingen
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    Historical games have a demonstrable impact on the development of their players’ formative understanding of history and it is increasingly clear that these media influence perceptions of history in the undergraduate classroom. This article considers the interactions of game genre and player gender identity as determining factors for the impact of historical games on undergraduate perceptions of history through a survey (n=172) conducted at the University of Winchester. The article highlights correlations between maleness, strategy and action games, and high levels of reported influence of games on historical understanding. On this basis, it argues that genre of game is the main driver for influence over historical perceptions and that gender identity correlates indirectly with this influence.

     

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    Content information
    Volltext (lizenzpflichtig)
    Source: Union catalogues
    Language: English
    Media type: Article (journal)
    Format: Online
    Other identifier:
    Parent title: Enthalten in: Gamevironments; Bremen : [Verlag nicht ermittelbar], 2014; 14(2021), Seite 1-49; Online-Ressource

    Subjects: 200; Gender; Genre; Historical Games; Pedagogy; gamevironments
  6. Workbook for children with autism
    Author: Sernau, Anja
    Published: 2021
    Publisher:  tredition, Hamburg

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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9783347488465; 3347488466
    Other identifier:
    9783347488465
    Other subjects: (Produktform)Paperback / softback; (Zielgruppe)autistic children - parents - teachers - kidergarden - socialworkers - socialsevices - people who are intrested in autism; (Produktform (spezifisch))Unsewn / adhesive bound; (BISAC Subject Heading)LIT009000: Kinder- und Jugendliteratur, allgemein; (BISAC Subject Heading)JNF024000: Kinder/Jugendliche: Persönliche und soziale Themen: Körper und Gesundheit; (BISAC Subject Heading)JNF053180: Kinder/Jugendliche: Persönliche und soziale Themen: Behinderung und besondere Bedürfnisse; (BISAC Subject Heading)JNF024080: Kinder/Jugendliche: Persönliche und soziale Themen: Persönliche Sicherheit; (BISAC Subject Heading)YAN011000: Jugendliche: Persönliche und soziale Themen: Ratschläge zu Berufs- und Studienberatung, zum Schulabgang; (BISAC Subject Heading)JNF071000: Kinder/Jugendliche: Soziale Themen; (BIC subject category)DSY: Kinder- und Jugendliteratur, allgemein; (BIC subject category)YXA: Kinder/Jugendliche: Persönliche und soziale Themen: Körper und Gesundheit; (BIC subject category)YXK: Kinder/Jugendliche: Persönliche und soziale Themen: Behinderung und besondere Bedürfnisse; (BIC subject category)YX: Kinder/Jugendliche: Persönliche und soziale Themen: Persönliche Sicherheit; (BIC subject category)YXV: Jugendliche: Persönliche und soziale Themen: Ratschläge zu Berufs- und Studienberatung, zum Schulabgang; Hand; The; And; You; For; Are; With; Have; This; That; One; From; They; When; Would; But; Can; Like; What; Time; Through; 000; Find; Place; Your; 200; Book; Water; Gmbh; 150; (VLB-WN)1564: Hardcover, Softcover / Sprachwissenschaft, Literaturwissenschaft/Englische Sprachwissenschaft, Literaturwissenschaft
    Scope: 64 Seiten, 29.7 cm x 21 cm, 205 g
  7. Formen und Nebenformen des Platonismus in der Spätantike
    Contributor: Seng, Helmut (Publisher); Soares Santoprete, Luciana Gabriela (Publisher); Tommasi, Chiara O. (Publisher)
    Published: [2016]; © 2016
    Publisher:  Universitätsverlag Winter, Heidelberg

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    Source: Union catalogues
    Contributor: Seng, Helmut (Publisher); Soares Santoprete, Luciana Gabriela (Publisher); Tommasi, Chiara O. (Publisher)
    Language: English; French; German; Italian; Spanish
    Media type: Book
    Format: Print
    ISBN: 9783825366964; 3825366960
    Other identifier:
    9783825366964
    RVK Categories: CD 3710 ; CD 3950 ; FH 13850
    DDC Categories: 100
    Series: Bibliotheca chaldaica ; Band 6
    Subjects: Neuplatonismus; Aufsatzsammlung; ; Platonismus; Rezeption; Philosophie; Geschichte 100-600; Aufsatzsammlung;
    Other subjects: Hardback; 200; 220; 290; 470; 480; 870; 880; 1567: Hardcover, Softcover / Sprachwissenschaft, Literaturwissenschaft/Klassische Sprachwissenschaft, Literaturwissenschaft
    Scope: 424 Seiten, 21 cm x 13.5 cm
    Notes:

    Literaturangaben

  8. Adventure in Your Mind:
    200 Questions to Your Child
    Published: 2023
    Publisher:  BookRix, München

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  9. Conversations that Connect:
    200 Questions for Your Partner.
    Published: 2023
    Publisher:  BookRix, München

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