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Displaying results 1 to 18 of 18.

  1. Der digitale Autor
    Autorschaft im Zeitalter des Internets
    Published: [2015]; ©2009
    Publisher:  transcript Verlag, Bielefeld

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  2. Narrative as virtual reality 2
    revisiting immersion and interactivity in literature and electronic media
    Published: 2015
    Publisher:  Johns Hopkins Univ. Press, Baltimore, MD

    Fachhochschule Bielefeld, Hochschulbibliothek
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9781421417974; 9781421417981; 1421417979; 1421417987
    Edition: [Rev. ed.]
    Subjects: Books and reading; Hypertext literature; Electronic games; Interactive multimedia; Virtual reality; Narrative (Rhetoric); Buch; Leseverhalten; Multimedia; Literatur; Elektronische Medien
    Scope: XII, 291 Seiten
    Notes:

    Überarb. Ausg. von: Ryan, Marie-Laure: Narrative as virtual reality

  3. Narrative as virtual reality 2
    revisiting immersion and interactivity in literature and electronic media
    Published: 2015
    Publisher:  Johns Hopkins University Press, Baltimore

    "When the first edition was written, the dominant form of electronic literature was hypertext fiction. The book devoted several chapters to hypertext theory, as well as to the difficulty of creating immersive hypertext narratives. Hypertextuality has... more

    Universitätsbibliothek Augsburg
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    "When the first edition was written, the dominant form of electronic literature was hypertext fiction. The book devoted several chapters to hypertext theory, as well as to the difficulty of creating immersive hypertext narratives. Hypertextuality has lost none of its prominence as a principle of organization of the Web, but it is no longer considered avant-garde on the digital-literary scene. While the new forms that are currently being developed verify some of the recommendations made in NVR (shorter texts, greater reliance on multi-modality, self-referentiality and a tendency toward conceptual art), they generally avoid narrativity and its particular form of immersion, and even interactivity is no longer seen as indispensable. It is in the popular form of the video game that serious attempts are being made to reconcile immersion with interactivity. The second edition deals in greater detail with both the increase of narrativity in video games, and its loss in experimental digital literature. It also takes into consideration the creation of online worlds such as Second Life and World of Warcraft, which implement the idea of virtual reality in a way not foreseen by VR theorists of the nineties" ...

     

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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9781421417974
    RVK Categories: AN 39000 ; AP 15950 ; EC 2010
    Edition: [Second edition]
    Series: Literary theory / cultural studies
    Subjects: Books and reading; Hypertext literature; Electronic games; Interactive multimedia; Virtual reality; Narrative (Rhetoric); Elektronische Medien; Leseverhalten; Multimedia; Buch; Literatur
    Scope: xii, 291 Seiten, Illustrationen, Diagramme
    Notes:

    Revised edition of: Narrative as virtual reality : immersion and interactivity in literature and electronic media. 2001. - Includes bibliographical references and index

  4. Memoryscopes
    remnants, forensics, aesthetics
    Author: Gibson, Ross
    Published: 2015
    Publisher:  UWAP Scholarly, Crawley, W.A.

    Bayerische Staatsbibliothek
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  5. Interactive digital narrative
    history, theory, and practice
    Published: 2015
    Publisher:  Routledge, New York, New York

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781138782396; 9781315769189
    RVK Categories: AP 15900
    Series: Routledge studies in European communication research and education ; 7
    Subjects: Geschichte; Digital storytelling; Interactive multimedia; Narration (Rhetoric); Digital media; Internetliteratur; Interaktive Medien
    Scope: 1 Online-Ressource (303 pages)
    Notes:

    Includes bibliographical references at the end of each chapters and index

  6. Narrative as virtual reality 2
    revisiting immersion and interactivity in literature and electronic media
    Published: 2015
    Publisher:  Johns Hopkins Univ. Press, Baltimore, MD

    Hochschule Bielefeld – University of Applied Sciences and Arts, Hochschulbibliothek
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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9781421417974; 9781421417981; 1421417979; 1421417987
    Edition: [Rev. ed.]
    Subjects: Books and reading; Hypertext literature; Electronic games; Interactive multimedia; Virtual reality; Narrative (Rhetoric)
    Scope: XII, 291 Seiten
    Notes:

    Überarb. Ausg. von: Ryan, Marie-Laure: Narrative as virtual reality

  7. Electracy
    Gregory L. Ulmer's Textshop Experiments
    Contributor: Saper, Craig J. (Publisher); Ulmer, Gregory L. (Publisher); Vitanza, Victor J. (Publisher)
    Published: [2015]; 2015
    Publisher:  The Davies Group, Publishers, Aurora, Colorado

    Kunsthistorisches Institut in Florenz, Max-Planck-Institut, Bibliothek
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    Source: Union catalogues
    Contributor: Saper, Craig J. (Publisher); Ulmer, Gregory L. (Publisher); Vitanza, Victor J. (Publisher)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781943047031
    Series: Critical studies in the humanities
    Subjects: Literature and technology; Humanities; Digital media; English language; Modernism (Aesthetics); Literature and the Internet; Technology; Interactive multimedia; Knowledge, Theory of, in literature
    Other subjects: Ulmer, Gregory L. (1944-)
    Scope: 1 Online-Ressource (352 pages)
    Notes:

    Description based on print version record

  8. Critical gaming
    interactive history and virtual heritage
    Published: [2015]
    Publisher:  Ashgate, Farnham, Surrey

    Digital humanities and the limits of text -- Game-based learning and the digital humanities -- Virtual reality -- Game-based history and historical simulations -- Virtual heritage and digital culture -- Worlds, roles and rituals -- Joysticks of... more

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    Hochschule Aalen, Bibliothek
    E-Book EBSCO
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    Digital humanities and the limits of text -- Game-based learning and the digital humanities -- Virtual reality -- Game-based history and historical simulations -- Virtual heritage and digital culture -- Worlds, roles and rituals -- Joysticks of death, violence and morality -- Intelligent agents, drama and cinematic narrative -- Biofeedback, space and place -- Applying critical thinking and critical play. This book explains how designing, playing and modifying computer games, and understanding the theory behind them, can strengthen the area of digital humanities. This book aims to help digital humanities scholars understand both the issues and also advantages of game design, as well as encouraging them to extend the field of computer game studies, particularly in their teaching and research in the field of virtual heritage. By looking at re-occurring issues in the design, playtesting and interface of serious games and game-based learning for cultural heritage and interactive history, this book highlights the importance of visualisation and self-learning in game studies and how this can intersect with digital humanities. It also asks whether such theoretical concepts can be applied to practical learning situations. It will be of particular interest to those who wish to investigate how games and virtual environments can be used in teaching and research to critique issues and topics in the humanities, particularly in virtual heritage and interactive history

     

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 1472422910; 9781472422910
    Series: Digital Research in the Arts and Humanities
    Subjects: Humanities; Humanities; Computer games; REFERENCE ; Questions & Answers; Computer games ; Design; Humanities; Digital humanities; Interactive multimedia
    Scope: 1 Online-Ressource (xvi, 215 pages), illustrations
    Notes:

    Includes bibliographical references and index

  9. Narrative as virtual reality 2
    revisiting immersion and interactivity in literature and electronic media
    Published: [2015]
    Publisher:  Johns Hopkins University Press, Baltimore

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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9781421417974; 1421417979
    RVK Categories: AN 39000 ; AP 14350 ; AP 15963 ; EC 1970 ; EC 2010 ; EC 4610 ; EC 4500 ; EC 8795 ; ET 790 ; SR 850 ; ST 325
    Edition: Revised edition
    Series: Literary theory / cultural studies
    Subjects: Interactive multimedia; Virtual reality
    Scope: xii, 291 Seiten, Illustrationen, 23 cm
    Notes:

    Literaturverzeichnis: Seite [271]-282

    Revised edition of: "Narrative as virtual reality : immersion and interactivity in literature and electronic media. 2001.

  10. L' immagine videoludica
    cinema e media digitali verso la gamification
    Contributor: Catolfi, Antonio (HerausgeberIn); Giordano, Federico (HerausgeberIn)
    Published: [2015]
    Publisher:  Ipermedium libri, S. Maria C.V. (CE)

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
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    Source: Staatsbibliothek zu Berlin
    Contributor: Catolfi, Antonio (HerausgeberIn); Giordano, Federico (HerausgeberIn)
    Language: Italian
    Media type: Book
    Format: Print
    ISBN: 9788897647195
    Series: Società moderna ; 24
    Subjects: Games; Interactive multimedia; Gamification; Digital media; Video games; Motion pictures
    Scope: 203 pages, Illustrationen, 22 cm
    Notes:

    Collected essays

    Includes bibliographical references and index

  11. Interactive digital narrative
    history, theory and practice
    Contributor: Koenitz, Hartmut (MitwirkendeR)
    Published: 2015
    Publisher:  Routledge, New York

    section I. IDN history -- section II. IDN theory -- section III. IDN practice more

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    section I. IDN history -- section II. IDN theory -- section III. IDN practice

     

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    Source: Staatsbibliothek zu Berlin
    Contributor: Koenitz, Hartmut (MitwirkendeR)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781315769189
    Other identifier:
    RVK Categories: EC 8795
    Series: Routledge studies in European communication research and education ; 7
    Subjects: Digital media; Digital storytelling; Interactive multimedia; Narration (Rhetoric); Digital media
    Scope: Online-Ressource (xiii, 286 p.), ill.
    Notes:

    Includes bibliographical references and index

  12. Interactive digital narrative
    history, theory, and practice
    Contributor: Koenitz, Hartmut (HerausgeberIn); Ferri, Gabriele (HerausgeberIn); Haahr, Mads (HerausgeberIn); Sezen, Digdem (HerausgeberIn); Sezen, Tonguc Ibrahim (HerausgeberIn)
    Published: 2015
    Publisher:  Routledge, London

    Universität Potsdam, Universitätsbibliothek
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    Source: Union catalogues
    Contributor: Koenitz, Hartmut (HerausgeberIn); Ferri, Gabriele (HerausgeberIn); Haahr, Mads (HerausgeberIn); Sezen, Digdem (HerausgeberIn); Sezen, Tonguc Ibrahim (HerausgeberIn)
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9781138575714; 9781138782396; 1138782394
    Other identifier:
    9781138782396
    RVK Categories: EC 8795 ; AP 15961
    Series: Routledge studies in European communication research and education ; 7
    Subjects: Digital storytelling; Interactive multimedia; Narration (Rhetoric); Digital media; Digital storytelling; Interactive multimedia; Narration (Rhetoric); Digital media
    Scope: XIII, 286 S., Illustrationen, cm
    Notes:

    Includes bibliographical references and index

  13. Interactive Storytelling
    8th International Conference on Interactive Digital Storytelling, ICIDS 2015, Copenhagen, Denmark, November 30 - December 4, 2015, Proceedings
    Contributor: Schoenau-Fog, Henrik (Herausgeber); Bruni, Luis Emilio (Herausgeber); Louchart, Sandy (Herausgeber); Baceviciute, Sarune (Herausgeber)
    Published: 2015
    Publisher:  Springer International Publishing, Cham ; Springer International Publishing AG

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    Source: Union catalogues
    Contributor: Schoenau-Fog, Henrik (Herausgeber); Bruni, Luis Emilio (Herausgeber); Louchart, Sandy (Herausgeber); Baceviciute, Sarune (Herausgeber)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783319270364; 3319270362
    Other identifier:
    RVK Categories: SS 4800
    Edition: 1st ed. 2015
    Series: Information Systems and Applications, incl. Internet/Web, and HCI ; 9445
    Subjects: Interaktive Medien; Virtuelle Realität; Erzählen; Drama; Mehragentensystem; Softwareplattform; Rollenspiel; Autorensystem; Charakter; Agent <Informatik>; Digital humanities; Microcomputers; Interactive multimedia; Multimedia systems; User interfaces (Computer systems); Human-computer interaction; Artificial intelligence; Arts; Digital Humanities; Personal Computing; Media Design; User Interfaces and Human Computer Interaction; Artificial Intelligence; Arts
    Scope: 1 Online-Ressource (XVII, 416 Seiten), 73 illus. in color.
  14. Interactive digital narrative
    history, theory and practice
    Contributor: Koenitz, Hartmut (MitwirkendeR)
    Published: 2015
    Publisher:  Routledge, New York

    section I. IDN history -- section II. IDN theory -- section III. IDN practice more

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    section I. IDN history -- section II. IDN theory -- section III. IDN practice

     

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    Source: Staatsbibliothek zu Berlin
    Contributor: Koenitz, Hartmut (MitwirkendeR)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781315769189
    Other identifier:
    RVK Categories: EC 8795
    Series: Routledge studies in European communication research and education ; 7
    Subjects: Digital media; Digital storytelling; Interactive multimedia; Narration (Rhetoric); Digital media
    Scope: Online-Ressource (xiii, 286 p.), ill.
    Notes:

    Includes bibliographical references and index

  15. Electracy
    Gregory L. Ulmer's Textshop Experiments
    Published: 2015
    Publisher:  The Davies Group, Publishers, Aurora

    Front matter -- Series page Critical Studies in the Humanities -- Title page -- Copyright © 2015 Gregory L. Ulmer. -- Table of Contents -- Preface -- Acknowledgements -- Chapter One Barthes's Body of Knowledge -- I. The Biographeme. -- II.... more

    Universitätsbibliothek Erfurt / Forschungsbibliothek Gotha, Universitätsbibliothek Erfurt
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    Front matter -- Series page Critical Studies in the Humanities -- Title page -- Copyright © 2015 Gregory L. Ulmer. -- Table of Contents -- Preface -- Acknowledgements -- Chapter One Barthes's Body of Knowledge -- I. The Biographeme. -- II. Theoretical Art. -- III. The Sting -- IV. For a New Academic Writing. -- Notes -- Chapter Two Textshop for Post(e)pedagogy -- LEC(RI)TURE -- MODELS -- AS-SIGN-MENTS -- Notes -- Chapter Three Teletheory: A Mystory -- The Future of Theory -- A Promising Essay -- Narrative Explanation -- Theory Diegesis -- The Pensive Essay -- To Be Continued -- Works Cited -- Chapter Four Textshop for Psychoanalysis: On DeProgramming Freshmen Platonists -- I. The Humanities Laboratory -- II. Surrealism as Invention -- III. Assignments -- IV. Evaluation -- V. Mystory (The Subject of Knowledge) -- Notes -- Works Cited -- Chapter Five The Heuretics of Alice's Valise -- Notes -- Chapter Six The Spirit HandOn the Index of Pedagogy and Propaganda -- Works Cited -- Chapter Seven One Video Theory (some assembly required) -- Against explanation -- The television set -- "Believe it or not" -- Mythologies -- The public sphere -- Grammatology -- The subject of television -- Alienation -- Memory television -- Out of the fly-bottle -- Works Cited -- Chapter Eight The Object of Post-Criticism -- Collage/Montage -- Grammatology -- Allegory -- Parasite/ Saprophyte -- Notes -- Chapter Nine The Making of "Derrida at the Little Bighorn"An Interview -- Chapter Ten The Internet and Its Double -- The Donor -- Voice in Electracy -- The Cough -- Mise-en-abyme -- Gift -- Mourning -- The Abject -- Imaging -- Works Cited -- Chapter Eleven Choramancy: A User's Guide -- Part One: The Image Crisis -- Part Two: Consulting the Zone -- Part Three: Miami Ad-Vice -- Part Four: Drawing Conclusions -- Notes -- Chapter Twelve Handbook For a Theory Hobby.

     

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  16. L' immagine videoludica
    cinema e media digitali verso la gamification
    Contributor: Catolfi, Antonio (HerausgeberIn); Giordano, Federico (HerausgeberIn)
    Published: [2015]
    Publisher:  Ipermedium libri, S. Maria C.V. (CE)

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Potsdamer Straße
    1 A 963844
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    Source: Staatsbibliothek zu Berlin
    Contributor: Catolfi, Antonio (HerausgeberIn); Giordano, Federico (HerausgeberIn)
    Language: Italian
    Media type: Book
    Format: Print
    ISBN: 9788897647195
    Series: Società moderna ; 24
    Subjects: Games; Interactive multimedia; Gamification; Digital media; Video games; Motion pictures
    Scope: 203 pages, Illustrationen, 22 cm
    Notes:

    Collected essays

    Includes bibliographical references and index

  17. Narrative as virtual reality 2
    revisiting immersion and interactivity in literature and electronic media
    Published: [2015]; © 2015
    Publisher:  Johns Hopkins University Press, Baltimore

    "When the first edition was written, the dominant form of electronic literature was hypertext fiction. The book devoted several chapters to hypertext theory, as well as to the difficulty of creating immersive hypertext narratives. Hypertextuality has... more

    Universitätsbibliothek Braunschweig
    Fca-746
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    Burg Giebichenstein Kunsthochschule Halle, Hochschulbibliothek
    A 44855
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    "When the first edition was written, the dominant form of electronic literature was hypertext fiction. The book devoted several chapters to hypertext theory, as well as to the difficulty of creating immersive hypertext narratives. Hypertextuality has lost none of its prominence as a principle of organization of the Web, but it is no longer considered avant-garde on the digital-literary scene. While the new forms that are currently being developed verify some of the recommendations made in NVR (shorter texts, greater reliance on multi-modality, self-referentiality and a tendency toward conceptual art), they generally avoid narrativity and its particular form of immersion, and even interactivity is no longer seen as indispensable. It is in the popular form of the video game that serious attempts are being made to reconcile immersion with interactivity. The second edition deals in greater detail with both the increase of narrativity in video games, and its loss in experimental digital literature. It also takes into consideration the creation of online worlds such as Second Life and World of Warcraft, which implement the idea of virtual reality in a way not foreseen by VR theorists of the nineties" -- Introduction -- Virtuality -- The two (and thousand) faces of the virtual -- VR technology as immersion and interactivity -- The poetics of immersion -- The text as world: theories of immersion -- Varieties of immersion: spatial, temporal, emotional -- The poetics of interactivity -- The text as world versus the text as game -- Texts without worlds: dysfunctionality as a form of play -- The many forms of interactivity -- Hypertext: the functions and effects of exploratory, external interactivity -- Reconciling immersion and interactivity -- Participatory interactivity from life situations to drama -- Chasing the dream of the immersive, interactive narrative -- Conclusion

     

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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9781421417974; 1421417979
    RVK Categories: EC 2010
    Edition: Second edition
    Subjects: Books and reading; Hypertext literature; Electronic games; Interactive multimedia; Virtual reality; Narration (Rhetoric)
    Scope: xii, 291 Seiten, Illustrationen, 23 cm
    Notes:

    Revised edition of: Narrative as virtual reality : immersion and interactivity in literature and electronic media. 2001

    Includes bibliographical references (pages 271-282) and index

    IntroductionVirtuality -- The two (and thousand) faces of the virtual -- VR technology as immersion and interactivity -- The poetics of immersion -- The text as world: theories of immersion -- Varieties of immersion: spatial, temporal, emotional -- The poetics of interactivity -- The text as world versus the text as game -- Texts without worlds: dysfunctionality as a form of play -- The many forms of interactivity -- Hypertext: the functions and effects of exploratory, external interactivity -- Reconciling immersion and interactivity -- Participatory interactivity from life situations to drama -- Chasing the dream of the immersive, interactive narrative -- Conclusion.

  18. Interactive digital narrative
    history, theory, and practice
    Contributor: Koenitz, Hartmut (HerausgeberIn); Ferri, Gabriele (HerausgeberIn); Haahr, Mads (HerausgeberIn); Sezen, Digdem (HerausgeberIn); Sezen, Tonguc Ibrahim (HerausgeberIn)
    Published: 2015
    Publisher:  Routledge, London

    Staats- und Universitätsbibliothek Bremen
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    Sächsische Landesbibliothek - Staats- und Universitätsbibliothek Dresden
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    Staats- und Universitätsbibliothek Hamburg Carl von Ossietzky
    AP 15961 K78
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    Technische Informationsbibliothek (TIB) / Leibniz-Informationszentrum Technik und Naturwissenschaften und Universitätsbibliothek
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    Karlsruher Institut für Technologie, KIT-Bibliothek
    2015 A 3391
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    Otto-von-Guericke-Universität, Universitätsbibliothek
    2015.05170:1
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    AP 15900 KOEN
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    UB Weimar
    Lb 5600/35
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    Content information
    Source: Union catalogues
    Contributor: Koenitz, Hartmut (HerausgeberIn); Ferri, Gabriele (HerausgeberIn); Haahr, Mads (HerausgeberIn); Sezen, Digdem (HerausgeberIn); Sezen, Tonguc Ibrahim (HerausgeberIn)
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9781138575714; 9781138782396; 1138782394
    Other identifier:
    9781138782396
    RVK Categories: EC 8795 ; AP 15961
    Series: Routledge studies in European communication research and education ; 7
    Subjects: Digital storytelling; Interactive multimedia; Narration (Rhetoric); Digital media; Digital storytelling; Interactive multimedia; Narration (Rhetoric); Digital media
    Scope: XIII, 286 S., Illustrationen, cm
    Notes:

    Includes bibliographical references and index