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  1. Real Wars on Virtual Battlefields
    The Convergence of Programmable Media at the Military-Civilian Margin
    Published: [2009]; © 2009
    Publisher:  transcript Verlag, Bielefeld

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783839412404
    Other identifier:
    Series: Kultur- und Medientheorie
    Subjects: Computer war games; Computerspellen; Computerspiel; Digital computer simulation; Kriegsspiel; Medien; Militaire technologie; Militär; Simulatiespelen; Sociale aspecten; War and society; Gesellschaft; Medien; Kriegsspiel; Computerspiel; Militär
    Scope: 1 online resource (412 pages), illustrations
    Notes:

    Description based on online resource; title from PDF title page (publisher’s Web site, viewed September 10 2015)

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

  2. 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
    Unlimited inter-library loan, copies and loan

     

    "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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    Volltext (URL des Erstveröffentlichers)
    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
  3. 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
    No loan of volumes, only paper copies will be sent
    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
  4. Real Wars on Virtual Battlefields
    The Convergence of Programmable Media at the Military-Civilian Margin
    Published: [2009]; © 2009
    Publisher:  transcript Verlag, Bielefeld

    Brandenburgische Technische Universität Cottbus - Senftenberg, Universitätsbibliothek
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    Content information
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783839412404
    Other identifier:
    Series: Kultur- und Medientheorie
    Subjects: Computer war games; Computerspellen; Computerspiel; Digital computer simulation; Kriegsspiel; Medien; Militaire technologie; Militär; Simulatiespelen; Sociale aspecten; War and society; Gesellschaft; Medien; Kriegsspiel; Computerspiel; Militär
    Scope: 1 online resource (412 pages), illustrations
    Notes:

    Description based on online resource; title from PDF title page (publisher’s Web site, viewed September 10 2015)

    :

  5. Expressive processing
    digital fictions, computer games, and software studies
    Published: [2009]
    Publisher:  The MIT Press, Cambridge, Massachusetts

    Staats- und Universitätsbibliothek Bremen
    a inf 872 spi/781
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    TFF 850 : W07
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    INF SU 500 W266
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    13-16794
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    AP 15963 WAR
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    Content information
    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 0262013436; 9780262517539; 9780262013437
    RVK Categories: SU 500
    Series: Software studies
    Subjects: Interactive multimedia; Computer games; Digital media; Digital computer simulation
    Scope: XV, 482 Seiten, Illustrationen
    Notes:

    Literaturverz. S. 443 - 454

  6. Solutions manual to accompany simulation and the Monte Carlo method
  7. Real Wars on Virtual Battlefields
    The Convergence of Programmable Media at the Military-Civilian Margin
    Published: [2015]; ©2009
    Publisher:  transcript-Verlag, Bielefeld

    The book analyzes the multifarious exchange of algorithmic technologies and concepts between the military and the media industry from the early 1990s until now. Unlike most related scholarly work which focuses on digital games, it drafts a model of... more

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

     

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783839412404
    Other identifier:
    Edition: 1. Aufl
    Series: Kultur- und Medientheorie
    Other subjects: Computer war games; Digital computer simulation; Military planning / Decision making / Data processing; War and society; Computer Games; Computer Sciences; Culture; Digital Games; Digital Media; Media Studies; Military; Sociology of Science; Technology Studies; Technology; Militär; Medien; Kriegsspiel; Computerspiel; SOCIAL SCIENCE / Media Studies
    Scope: 1 online resource
  8. Experimental games
    critique, play, and design in the age of gamification
    Published: 2020
    Publisher:  University of Chicago Press, Chicago ; ProQuest, London

    In our unprecedentedly networked world, games have come to occupy an important space in many of our everyday lives. Digital games alone engage an estimated 2.5 billion people worldwide as of 2020, and other forms of gaming, such as board games, role... more

    Universität Mainz, Zentralbibliothek
    No inter-library loan

     

    In our unprecedentedly networked world, games have come to occupy an important space in many of our everyday lives. Digital games alone engage an estimated 2.5 billion people worldwide as of 2020, and other forms of gaming, such as board games, role playing, escape rooms, and puzzles, command an ever-expanding audience. At the same time, “gamification”—the application of game mechanics to traditionally nongame spheres, such as personal health and fitness, shopping, habit tracking, and more—has imposed unprecedented levels of competition, repetition, and quantification on daily life. Drawing from his own experience as a game designer, Patrick Jagoda argues that games need not be synonymous with gamification. He studies experimental games that intervene in the neoliberal project from the inside out, examining a broad variety of mainstream and independent games, including StarCraft, Candy Crush Saga, Stardew Valley, Dys4ia, Braid, and Undertale. Beyond a diagnosis of gamification, Jagoda imagines ways that games can be experimental—not only in the sense of problem solving, but also the more nuanced notion of problem making that embraces the complexities of our digital present. 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: Ebook
    Format: Online
    ISBN: 9780226630038
    RVK Categories: ST 324 ; AP 15963
    Subjects: Computerspiel; Videospiel; Gamification; Computer games; Computer games; Digital computer simulation; Gamification; Video games; Video games; SOCIAL SCIENCE / General
    Scope: 1 Online-Ressource
  9. Real Wars on Virtual Battlefields
    The Convergence of Programmable Media at the Military-Civilian Margin
    Published: [2015]; ©2009
    Publisher:  transcript-Verlag, Bielefeld

    The book analyzes the multifarious exchange of algorithmic technologies and concepts between the military and the media industry from the early 1990s until now. Unlike most related scholarly work which focuses on digital games, it drafts a model of... more

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

     

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

    Technische Hochschule Augsburg
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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.

  11. 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: 9780262302678
    RVK Categories: SU 500
    Series: Software studies (Cambridge, Mass.)
    Subjects: Gesellschaft; Interactive multimedia; Computer games; Digital media; Digital computer simulation; Datentechnik; Alltagsbewusstsein; Computerspiel; Technischer Fortschritt; Sozialer Wandel
    Scope: 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

  12. The guide to computer simulations and games
    Published: 2011
    Publisher:  Wiley Pub., Inc, Indianapolis, Ind.

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781118221808
    RVK Categories: ST 324 ; ST 340
    Edition: 1st ed
    Subjects: Game theory; Digital computer simulation; Computerspiel; Computersimulation; Programmierung
    Scope: xxxiv, 446 p.
    Notes:

    Includes bibliographical references and index

    pt. 1. Context -- pt. 2. It's about time -- pt. 3. Designing and building simulations

  13. The guide to computer simulations and games
    Published: 2011
    Publisher:  Wiley Pub., Inc, Indianapolis, Ind.

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781118221808
    RVK Categories: ST 324 ; ST 340
    Edition: 1st ed
    Subjects: Game theory; Digital computer simulation; Computerspiel; Computersimulation; Programmierung
    Scope: xxxiv, 446 p.
    Notes:

    Includes bibliographical references and index

    pt. 1. Context -- pt. 2. It's about time -- pt. 3. Designing and building simulations

  14. 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

  15. Real wars on virtual battlefields
    the convergence of programmable media at the military-civilian margin
    Published: 2009
    Publisher:  Transcript, Bielefeld

    Universitätsbibliothek Erlangen-Nürnberg, Hauptbibliothek
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    Source: Union catalogues
    Language: English
    Media type: Dissertation
    ISBN: 9783837612400
    Other identifier:
    9783837612400
    RVK Categories: AP 18200
    DDC Categories: 004
    Series: Cultural and media studies
    Subjects: Computer war games; Digital computer simulation; War and society; Kriegsspiel; Medien; Militär; Computerspiel
    Scope: 412 S., Ill., 225 mm x 135 mm, 577 gr.
    Notes:

    Zugl.: Bonn, Univ., Diss.

  16. Expressive processing
    digital fictions, computer games, and software studies
    Published: 2009
    Publisher:  MIT Press, Cambridge [u.a.]

    "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... more

    Universitätsbibliothek Bayreuth
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    "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.

     

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    Content information
    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9780262013437
    RVK Categories: SU 500
    Series: Software studies
    Subjects: Gesellschaft; Interactive multimedia; Computer games; Digital media; Digital computer simulation; Computerspiel; Technischer Fortschritt; Sozialer Wandel; Alltagsbewusstsein; Datentechnik
    Scope: XV, 482 S., Ill.
    Notes:

    Includes bibliographical references and index

  17. Solutions manual to accompany simulation and the Monte Carlo method
  18. Experimental games
    critique, play, and design in the age of gamification
    Published: [2020]
    Publisher:  University of Chicago Press, Chicago

    "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

    Universitätsbibliothek J. C. Senckenberg, Bibliothekszentrum Geisteswissenschaften (BzG)
    01/AP 15963 J24
    No inter-library loan

     

    "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
    Format: Print
    ISBN: 9780226629971; 9780226629834
    RVK Categories: AP 15963
    Subjects: Computerspiel; Videospiel; Gamification; Computer games; Video games; Computer games; Video games; Gamification; Digital computer simulation
    Scope: xvi, 386 Seiten, Illustrationen
    Notes:

    Includes bibliographical references and index

  19. Expressive processing
    digital fictions, computer games, and software studies
    Published: [2009]
    Publisher:  The MIT Press, Cambridge, Massachusetts

    Universität Potsdam, Universitätsbibliothek
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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 0262013436; 9780262517539; 9780262013437
    RVK Categories: SU 500
    Series: Software studies
    Subjects: Interactive multimedia; Computer games; Digital media; Digital computer simulation
    Scope: XV, 482 Seiten, Illustrationen
    Notes:

    Literaturverz. S. 443 - 454

  20. Real wars on virtual battlefields
    the convergence of programmable media at the military-civilian margin
    Published: 2009
    Publisher:  Transcript, Bielefeld

    Freie Universität Berlin, Universitätsbibliothek
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    Source: Philologische Bibliothek, FU Berlin; Staatsbibliothek zu Berlin
    Language: English
    Media type: Dissertation
    ISBN: 9783837612400
    Other identifier:
    9783837612400
    RVK Categories: AP 18200
    DDC Categories: 004
    Series: Cultural and media studies
    Subjects: Computer war games; Digital computer simulation; War and society; Kriegsspiel; Medien; Militär; Computerspiel
    Scope: 412 S., Ill., 225 mm x 135 mm, 577 gr.
    Notes:

    Zugl.: Bonn, Univ., Diss.

  21. Simulation of industrial systems
    discrete event simulation using Excel/VBA
    Published: 2008
    Publisher:  Auerbach, New York [u.a.]

    Staats- und Universitätsbibliothek Bremen
    hs 4793
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    A08-1462
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    Content information
    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9781420067446
    Other identifier:
    2007033597
    RVK Categories: QH 444
    Series: Engineering and management innovation series
    Subjects: Lean Production; Produktionssystem; Prozessmanagement; Simulation; Manufacturing processes; Operations research; Discrete-time systems; Digital computer simulation; EXCEL; Operations Research; Datenverarbeitung; Digitale Computersimulation; Fertigung
    Scope: XXIV, 512 S., Ill., graph. Darst.
    Notes:

    Includes bibliographical references and index

  22. Real wars on virtual battlefields
    the convergence of programmable media at the military-civilian margin
    Published: 2009
    Publisher:  transcript, Bielefeld

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Potsdamer Straße
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    2010 A 1473
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    Content information
    Source: Staatsbibliothek zu Berlin
    Language: English
    Media type: Dissertation
    Format: Print
    ISBN: 9783837612400
    Other identifier:
    9783837612400
    RVK Categories: AP 18200
    Series: Cultural and media studies
    Subjects: Computer war games; Digital computer simulation; War and society
    Scope: 412 S., Ill., graph. Darst., 225 mm x 135 mm, 577 gr.
    Notes:

    Literaturverz. S. 391 - 412

    Zugl.: Bonn, Univ., Diss., 2008 u.d.T.: Werning, Stefan: Real wars, virtual battlefields

  23. Real Wars on Virtual Battlefields
    The Convergence of Programmable Media at the Military-Civilian Margin
    Published: 2009; ©2009.
    Publisher:  transcript Verlag, Bielefeld

    The book analyzes the multifarious exchange of algorithmic technologies and concepts between the military and the media industry from the early 1990s until now. Unlike most related scholarly work which focuses on digital games, it drafts a model of... more

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

     

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    Content information
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783839412404
    Other identifier:
    Series: Kultur- und Medientheorie
    Subjects: Computer war games; Digital computer simulation; Military planning; War and society; Computer simulation; War video games; Computer war games.; Computerspellen.; Digital computer simulation.; Militaire technologie.; Simulatiespelen.; Sociale aspecten.; War and society.; Computerspiel.; Kriegsspiel.; Medien.; Militär.; SOCIAL SCIENCE / Media Studies
    Other subjects: Computer Games; Computer Sciences; Culture; Digital Games; Digital Media; Media Studies; Military; Sociology of Science; Technology Studies; Technology
    Scope: 1 online resource(412 p.)
    Notes:

    Description based upon print version of record

    Frontmatter -- Contents -- Table of Illustrations -- 1. Introduction -- 2. Building Blocks for a Model of Programmable Media Analysis -- 3. Epistemological Effects of Programmable Media in Perspective -- 4. Programmable Media at the Civilian/Military Margin -- 5. From the War in the Gulf to the Global War on Terror – A History in Games -- 6. Peripheralization and Universalization. Macro Effects of Programmable Media in Military-Civilian Contexts -- Bibliography -- Backmatter.

  24. Experimental games
    critique, play, and design in the age of gamification
    Published: 2020; ©2020
    Publisher:  University of Chicago Press, Chicago

    "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

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    GV1469 Jago2020
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    500 AP 15963 J24
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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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    Content information
    Source: Staatsbibliothek zu Berlin
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780226629971; 9780226629834
    RVK Categories: AP 15963
    Subjects: Computer games; Video games; Computer games; Video games; Gamification; Digital computer simulation
    Scope: xvi, 386 Seiten, Illustrationen
    Notes:

    Enthält Literaturangaben Seite 291-366 und Index Seite 375-386

  25. Experimental Games
    Critique, Play, and Design in the Age of Gamification
    Published: [2020]; © 2020
    Publisher:  University of Chicago Press, Chicago

    Intro -- Contents -- List of Figures -- Prologue: Game Experiments -- Part I. Framework -- Introduction: Society of the Game -- 1. Gamification -- 2. Experimentation -- Part II. Concepts -- 3. Choice -- 4. Control -- 5. Difficulty -- 6. Failure --... more

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    Intro -- Contents -- List of Figures -- Prologue: Game Experiments -- Part I. Framework -- Introduction: Society of the Game -- 1. Gamification -- 2. Experimentation -- Part II. Concepts -- 3. Choice -- 4. Control -- 5. Difficulty -- 6. Failure -- Part III. Design -- 7. Improvisation -- Coda: Joy -- Acknowledgments -- Notes -- Ludography -- Index.

     

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780226630038
    RVK Categories: AP 15963
    Subjects: Video games-Social aspects; Computer games-Social aspects; Video games; Digital computer simulation; Computer games; Gamification; Electronic books
    Scope: 1 Online-Ressource (xvi, 386 Seiten)
    Notes:

    Description based on publisher supplied metadata and other sources