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Displaying results 1 to 25 of 34.

  1. The Proteus paradox
    how online games and virtual worlds change us-and how they don't
    Author: Yee, Nick
    Published: 2014
    Publisher:  Yale Univ. Press, New Haven [u.a.]

    "Proteus, the mythical sea god who could alter his appearance at will, embodies one of the promises of online games: the ability to reinvent oneself. Yet inhabitants of virtual worlds rarely achieve this liberty, game researcher Nick Yee contends.... more

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Potsdamer Straße
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    Kom 38-63/1
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    2014.02143:1
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    DEB 100 0542
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    "Proteus, the mythical sea god who could alter his appearance at will, embodies one of the promises of online games: the ability to reinvent oneself. Yet inhabitants of virtual worlds rarely achieve this liberty, game researcher Nick Yee contends. Though online games evoke freedom and escapism, Yee shows that virtual spaces perpetuate social norms and stereotypes from the offline world, transform play into labor, and inspire racial scapegoating and superstitious thinking. And the change that does occur is often out of our control and effected by unparalleled--but rarely recognized--tools for controlling what players think and how they behave. Using player surveys, psychological experiments, and in-game data, Yee breaks down misconceptions about who plays fantasy games and the extent to which the online and offline worlds operate separately. With a wealth of entertaining and provocative examples, he explains what virtual worlds are about and why they matter, not only for entertainment but also for business and education. He uses gaming as a lens through which to examine the pressing question of what it means to be human in a digital world. His thought-provoking book is an invitation to think more deeply about virtual worlds and what they reveal to us about ourselves. "--

     

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    Source: Staatsbibliothek zu Berlin
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780300190991
    RVK Categories: ST 324 ; MS 7965
    Subjects: Computer games; Virtual reality; Shared virtual environments
    Scope: 248 p.
    Notes:

    Includes bibliographical references and index

  2. Making virtual worlds
    Linden Lab and Second Life
    Published: 2009
    Publisher:  Cornell Univ. Press, Ithaca [u.a.]

    Staats- und Universitätsbibliothek Bremen
    02.g.7016
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    Niedersächsische Staats- und Universitätsbibliothek Göttingen
    Vk.Ag.3450
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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780801447464
    Subjects: Shared virtual environments; Computer games; Business anthropology; Corporate culture
    Scope: X, 165 S., Ill., 23 cm
    Notes:

    Includes bibliographical references (p. [145] - 157) and index

    Introduction : a developer's-eye view -- The product : Second Life, capital, and the possibility of failure in a virtual world -- Tools of the gods -- Knowing the gamer from the game -- The birth of the cool -- Precarious authority -- Appendix A. The Tao of Linden -- Appendix B. The mission of Linden Lab.

  3. Digital cityscapes
    merging digital and urban playspaces
    Published: c 2009
    Publisher:  Lang, New York, NY [u.a.]

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
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    Content information
    Source: Staatsbibliothek zu Berlin
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9781433105326; 9781433105333
    RVK Categories: ST 324
    Series: Digital formations ; 57
    Subjects: Computer games; Mobile games; Shared virtual environments; Internet games; Entertainment computing
    Scope: XI, 371 S., Ill., graph. Darst., Kt.
    Notes:

    Includes bibliographical references and index

  4. Children's virtual play worlds
    culture, learning, and participation
    Published: 2013
    Publisher:  Lang, New York [u.a.]

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
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    Source: Staatsbibliothek zu Berlin
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9781433118272; 9781433118265
    RVK Categories: DW 4400
    Series: New literacies and digital epistemologies ; 58
    Subjects: Internet games; Shared virtual environments; Computers and children
    Scope: VI, 226 S., Ill., 23 cm
    Notes:

    Literaturangaben

    Introduction: the changing landscapes of children's play worlds / Anne Burke and Jackie MarshPost-industrial play: understanding the relationship between traditional and converged forms of play in the early years / Susan Edwards

    Developmental implications for children's virtual worlds / Kaveri Subrahmanyam

    Stardolls and the virtual playground: how identity construction works in the new digital frontier / Anne Burke

    Breaking the ice: play, friendships and online identities in young children's use of virtual worlds / Jackie Marsh

    "Cause I know how to get friends-plus they like my dancing": (l)earning the nexus of practice in Club Penguin / Karen E. Wohlwend and Tolga Kargin

    Virtual clay or virtual play: identity shaping, consumer building and corporate affiliation versus literacies affordance inside barbiegirls.com / Jan Connelly

    May the force be with you: harnessing the power of brain-computer games / Isabel Pederson and Jennifer Rowsell

    "Hey! can you show me how to do this?": digital games as a mediator of family time / Stephanie Reich, Ksenia Korobkova, Rebecca W. Black and Mariya Sumaroka

    Digital play structures: examining the terms of use (an play) found in children's commercial virtual worlds / Sara M. Grimes

    Green pixels to green behaviours: sustainability literacy in virtual worlds for children / Eric Meyers and Robert Bittner

    An argument for assemblage theory: integrated spaces, mobility and polycentricity / Victoria Carrington

    Afterword / Jackie Marsh and Anne Burke.

  5. Children's virtual play worlds
    culture, learning, and participation
    Published: 2013
    Publisher:  Lang, New York [u.a.]

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Potsdamer Straße
    1 A 949758
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    Staats- und Universitätsbibliothek Bremen
    a soz 760 z/447
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    Staats- und Universitätsbibliothek Hamburg Carl von Ossietzky
    AP 15946 B959
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    Source: Staatsbibliothek zu Berlin
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9781433118272; 9781433118265
    RVK Categories: DW 4400
    Series: New literacies and digital epistemologies ; 58
    Subjects: Internet games; Shared virtual environments; Computers and children
    Scope: VI, 226 S., Ill., 23 cm
    Notes:

    Literaturangaben

    Introduction: the changing landscapes of children's play worlds / Anne Burke and Jackie MarshPost-industrial play: understanding the relationship between traditional and converged forms of play in the early years / Susan Edwards

    Developmental implications for children's virtual worlds / Kaveri Subrahmanyam

    Stardolls and the virtual playground: how identity construction works in the new digital frontier / Anne Burke

    Breaking the ice: play, friendships and online identities in young children's use of virtual worlds / Jackie Marsh

    "Cause I know how to get friends-plus they like my dancing": (l)earning the nexus of practice in Club Penguin / Karen E. Wohlwend and Tolga Kargin

    Virtual clay or virtual play: identity shaping, consumer building and corporate affiliation versus literacies affordance inside barbiegirls.com / Jan Connelly

    May the force be with you: harnessing the power of brain-computer games / Isabel Pederson and Jennifer Rowsell

    "Hey! can you show me how to do this?": digital games as a mediator of family time / Stephanie Reich, Ksenia Korobkova, Rebecca W. Black and Mariya Sumaroka

    Digital play structures: examining the terms of use (an play) found in children's commercial virtual worlds / Sara M. Grimes

    Green pixels to green behaviours: sustainability literacy in virtual worlds for children / Eric Meyers and Robert Bittner

    An argument for assemblage theory: integrated spaces, mobility and polycentricity / Victoria Carrington

    Afterword / Jackie Marsh and Anne Burke.

  6. Digital cityscapes
    merging digital and urban playspaces
    Published: c 2009
    Publisher:  Lang, New York, NY [u.a.]

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Potsdamer Straße
    1 A 738531
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    HafenCity Universität Hamburg, Bibliothek
    ST 324 001
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    Staats- und Universitätsbibliothek Hamburg Carl von Ossietzky
    VKK-D10/44
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    Content information
    Source: Staatsbibliothek zu Berlin
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9781433105326; 9781433105333
    RVK Categories: ST 324
    Series: Digital formations ; 57
    Subjects: Computer games; Mobile games; Shared virtual environments; Internet games; Entertainment computing
    Scope: XI, 371 S., Ill., graph. Darst., Kt.
    Notes:

    Includes bibliographical references and index

  7. Virtual economies
    design and analysis
    Published: 2014
    Publisher:  MIT Press, Cambridge, Mass.

    Universitäts- und Landesbibliothek Bonn
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    Hochschulbibliothek der Hochschule Düsseldorf
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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780262027250
    Series: Information policy series
    Subjects: Electronic games; Shared virtual environments; Virtual reality; Computer-aided design
    Scope: IX, 294 S. : graph. Darst.
    Notes:

    Includes bibliographical references and index

  8. The Proteus paradox
    how online games and virtual worlds change us-and how they don't
    Author: Yee, Nick
    Published: 2014
    Publisher:  Yale Univ. Press, New Haven [u.a.]

    "Proteus, the mythical sea god who could alter his appearance at will, embodies one of the promises of online games: the ability to reinvent oneself. Yet inhabitants of virtual worlds rarely achieve this liberty, game researcher Nick Yee contends.... more

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
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    "Proteus, the mythical sea god who could alter his appearance at will, embodies one of the promises of online games: the ability to reinvent oneself. Yet inhabitants of virtual worlds rarely achieve this liberty, game researcher Nick Yee contends. Though online games evoke freedom and escapism, Yee shows that virtual spaces perpetuate social norms and stereotypes from the offline world, transform play into labor, and inspire racial scapegoating and superstitious thinking. And the change that does occur is often out of our control and effected by unparalleled--but rarely recognized--tools for controlling what players think and how they behave. Using player surveys, psychological experiments, and in-game data, Yee breaks down misconceptions about who plays fantasy games and the extent to which the online and offline worlds operate separately. With a wealth of entertaining and provocative examples, he explains what virtual worlds are about and why they matter, not only for entertainment but also for business and education. He uses gaming as a lens through which to examine the pressing question of what it means to be human in a digital world. His thought-provoking book is an invitation to think more deeply about virtual worlds and what they reveal to us about ourselves. "--

     

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    Source: Staatsbibliothek zu Berlin
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780300190991
    RVK Categories: ST 324 ; MS 7965
    Subjects: Computer games; Virtual reality; Shared virtual environments
    Scope: 248 p.
    Notes:

    Includes bibliographical references and index

  9. Identity switch im cyberspace
    eine Form von Selbstinszenierung
    Published: 2007
    Publisher:  Lang, Frankfurt am Main

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    Content information
    Source: Union catalogues
    Language: German
    Media type: Book
    Format: Print
    ISBN: 9783631557020; 3631557027
    Other identifier:
    9783631557020
    RVK Categories: EC 2410 ; MS 7960 ; LC 13000 ; AP 15000
    DDC Categories: 792; 150
    Series: Studien zum Theater, Film und Fernsehen ; 43
    Subjects: Shared virtual environments; Identity (Psychology); Role playing
    Scope: 102 S., Ill., 210 mm x 148 mm
    Notes:

    Literaturverz. u. Web-Links S. 90 - 101

  10. Designing your second life
    techniques and inspiration for you to design your ideal parallel universe within the online community, Second Life
    Published: 2007
    Publisher:  New Riders, Indianapolis, Ind. ; Pearson Education, London

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    Source: Union catalogues
    Contributor: Angell, Elana (Publisher)
    Language: English
    Media type: Book
    Format: Print
    ISBN: 0321503015
    RVK Categories: ST 323
    Subjects: Second Life (Game); Shared virtual environments
    Scope: V, 210 S., zahlr. Ill., 23cm
  11. De synthèse
    Published: octobre 2017
    Publisher:  Alto, Québec

    Staats- und Universitätsbibliothek Bremen
    a rom 220 geo 3/447
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    Source: Union catalogues
    Language: French
    Media type: Book
    Format: Print
    ISBN: 9782896943494
    Subjects: Models (Persons); Terminally ill; Mothers and daughters; Shared virtual environments; French-Canadian fiction
    Scope: 219 Seiten, 21 cm
  12. Communities of play
    emergent cultures in multiplayer games and virtual worlds
    Published: 2009
    Publisher:  MIT Press, Cambridge, Mass. [u.a.]

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Potsdamer Straße
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    $BCh
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    A PEA 47829
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    MDW AP 15963 P359
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    KoM 209.075
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    Otto-von-Guericke-Universität, Universitätsbibliothek
    2010.03293:1
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    2010.03293:2
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    Content information
    Source: Staatsbibliothek zu Berlin
    Language: English
    Media type: Dissertation
    Format: Print
    ISBN: 0262162571; 9780262162579; 9780262516730
    Other identifier:
    9780262516730
    RVK Categories: AP 15963
    Subjects: Internet games; Fantasy games; Role playing; Shared virtual environments; Communities; Community life
    Other subjects: Array; Array; Array; Array; Communities; Community life
    Scope: XIII, 327 S., Ill., graph. Darst., 24 cm
    Notes:

    Literaturverz. S. [285] - 300

    Zugl.: Diss.

  13. My avatar, my self
    identity in video role-playing games
    Published: 2009
    Publisher:  McFarland, Jefferson, NC [u.a.]

    "This book examines the relationships between virtual and non-virtual identity in visual role-playing games. It shows dynamic, varying and complex relationships between the virtual avatar and the player's sense of self and makes recommendations of... more

    Sächsische Landesbibliothek - Staats- und Universitätsbibliothek Dresden
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    A 2010/6394
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    T 09 B 4831
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    MDW AP 18200 W131
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    Universitätsbibliothek Mannheim
    500 AP 18200 W131
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    "This book examines the relationships between virtual and non-virtual identity in visual role-playing games. It shows dynamic, varying and complex relationships between the virtual avatar and the player's sense of self and makes recommendations of terminology for future identity researchers. Features 15 photographs of videogame screens, and an appendix of sample videogame transcription data"--Provided by publisher

     

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    Content information
    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780786441099
    RVK Categories: SU 500 ; AP 18200 ; MS 7965
    Subjects: Avatars (Virtual reality); Video games; Virtual reality; Online identities; Shared virtual environments; Human-computer interaction; Avatars (Computer graphics); Video games; Virtual reality; Online identities; Shared virtual environments; Human-computer interaction
    Scope: V, 201 S., Ill., Kt
    Notes:

    Includes bibliographical references and index

  14. Designing your second life
    techniques and inspiration for you to design your ideal parallel universe within the online community, Second Life
    Published: c 2008
    Publisher:  [Pearson Education, distributor], [London ; New Riders, Berkeley, Calif.

    Universität Potsdam, Universitätsbibliothek
    ST 323 TAP
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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 0321503015; 9780321503015
    RVK Categories: ST 323
    Series: New riders
    Subjects: Second Life (Game); Shared virtual environments; Second Life (Game); Shared virtual environments
    Scope: v, 210 p., col. ill, 23cm
    Notes:

    Includes index

    Formerly CIP

  15. Virtual economies and financial crime
    money laundering in cyberspace
    Published: 2012
    Publisher:  Elgar, Cheltenham, UK [u.a.]

    Staats- und Universitätsbibliothek Bremen
    h jur 027 wtz/123
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    Max-Planck-Institut zur Erforschung von Kriminalität, Sicherheit und Recht, Bibliothek
    No loan of volumes, only paper copies will be sent
    Bibliothek der Juristischen Fakultät
    JU/PZ 3700 C445
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    ZBW - Leibniz-Informationszentrum Wirtschaft, Standort Kiel
    B 381497
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    Content information
    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9781849809320
    RVK Categories: PZ 3700
    Subjects: Geldwäsche; Virtuelle Realität; Computerspiel; Internet; Internet; Shared virtual environments; Money laundering; Money laundering; Computer crimes; Commercial crimes
    Scope: XII, 235 S., Ill., graph. Darst., cm
    Notes:

    Introduction -- History of second life -- Evolution of virtual economies -- Money and culture : its history and evolution. A virtual realtiy -- A real crime in a virtual world -- Law and the virtual world -- Recommedations and conclusion.

  16. Serious games and virtual worlds in education, professional development, and healthcare
    Contributor: Bredl, Klaus (Hrsg.); Bösche, Wolfgang (Hrsg.)
    Published: c 2013
    Publisher:  Information Science Reference, Hershey, Pa.

    "This book explains how digital environments can easily become familiar and beneficial for educational and professional development, with the implementation of games into various aspects of our environment"--Provided by publisher more

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Potsdamer Straße
    1 B 154242
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    DP 2600 B831
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    Niedersächsische Staats- und Universitätsbibliothek Göttingen
    4 SP 209
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    13-20433
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    Universitätsbibliothek Mannheim
    400 ST 670 B831
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    "This book explains how digital environments can easily become familiar and beneficial for educational and professional development, with the implementation of games into various aspects of our environment"--Provided by publisher

     

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    Source: Staatsbibliothek zu Berlin
    Contributor: Bredl, Klaus (Hrsg.); Bösche, Wolfgang (Hrsg.)
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9781466636736; 9781466636750
    Other identifier:
    9781466636736
    RVK Categories: DP 2600
    Series: Premier reference source
    Subjects: Virtual reality in education; Shared virtual environments; Computer games; Career development; Medical care; E-Learning; Lernspiel; Computerspiel; Virtuelle Realität
    Scope: XVIII, 361 S., Ill., graph. Darst., 29 cm
    Notes:

    Bibliogr. S. 313 - 348

    Includes bibliogr. references and index. - Bibliogr. S. 313 - 348

    Erscheinungsjahr in Vorlageform:c 2013

  17. Multiplayer
    the social aspects of digital gaming
    Published: 2013
    Publisher:  Routledge, London [u.a.]

    "In the past decade, digital games have become a widely accepted form of media entertainment, moving from the traditional 'core gamer' community into the mainstream media market. With millions of people now enjoying gaming as interactive... more

    Staats- und Universitätsbibliothek Hamburg Carl von Ossietzky
    A 2013/9426
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    Hochschule Magdeburg-Stendal, Hochschulbibliothek
    KW 710-164
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    "In the past decade, digital games have become a widely accepted form of media entertainment, moving from the traditional 'core gamer' community into the mainstream media market. With millions of people now enjoying gaming as interactive entertainment there has been a huge increase in interest in social multiplayer gaming activities. However, despite the explosive growth in the field over the past decade, many aspects of social gaming still remain unexplored, especially from a media and communication studies perspective. Multiplayer: Social Aspects of Digital Gaming is the first edited volume of its kind that takes a closer look at the various forms of human interaction in and around digital games, providing an overview of debates, past and present. The book is divided into five sections that explore the following areas: - Social Aspects of Digital Gaming - Social Interactions in Virtual Worlds - Online Gaming - Co-located and Console Gaming - Risks and Challenges of Social Gaming This engaging interdisciplinary book will appeal to upper level students, postgrads and researchers in games research, specifically those focusing on new media and digital games, as well as researchers in media studies and mass communication"--

     

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    Content information
    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780415828857; 9780415828864
    RVK Categories: AP 15963 ; MS 6530
    Series: Routledge studies in European communication research and education
    Subjects: Internet games; Shared virtual environments
    Scope: XIX, 250 S, graph. Darst.
    Notes:

    Includes bibliographical references and index

  18. Alternate reality games and the cusp of digital gameplay /
    Contributor: Garcia, Antero (Publisher); Niemeyer, Greg (Publisher)
    Published: 2018.
    Publisher:  Bloomsbury Academic,, New York ; London ; Oxford ; New Delhi ; Sydney :

    Freie Universität Berlin, Universitätsbibliothek, Zentralbibliothek
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    Source: Philologische Bibliothek, FU Berlin
    Contributor: Garcia, Antero (Publisher); Niemeyer, Greg (Publisher)
    Language: English
    Media type: Book
    Format: Print
    ISBN: 978-1-5013-4719-1
    RVK Categories: AP 15963
    Edition: Paperback edition first published 2018
    Series: Approaches to digital game studies ; volume 5
    Subjects: Video games / Design; Shared virtual environments; Game-based learning; Computerspiel; Fiktion; Wirklichkeit
    Scope: vi, 338 Seiten :, Illustrationen.
    Notes:

    Includes bibliographical references and index

  19. Alternate reality games and the cusp of digital gameplay /
    Contributor: Garcia, Antero. (Publisher); Niemeyer, Greg, (Publisher)
    Published: 2017.
    Publisher:  Bloomsbury Academic,, New York :

    Humboldt-Universität zu Berlin, Universitätsbibliothek, Jacob-und-Wilhelm-Grimm-Zentrum
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    Source: Union catalogues
    Contributor: Garcia, Antero. (Publisher); Niemeyer, Greg, (Publisher)
    Language: English
    Media type: Book
    Format: Print
    ISBN: 978-1-5013-1624-1
    RVK Categories: AP 15963
    Series: Approaches to digital game studies ; volume 5
    Subjects: Video games / Design; Shared virtual environments; Game-based learning; Computerspiel.; Fiktion.; Wirklichkeit.
    Scope: vi, 338 Seiten :, Illustrationen.
    Notes:

    Includes bibliographical references and index

  20. Virtual economies
    design and analysis
    Published: [2014]
    Publisher:  MIT Press, Cambridge, Massachusetts

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
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    Source: Staatsbibliothek zu Berlin
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780262535069; 9780262027250
    RVK Categories: QH 300 ; ST 324 ; SU 500 ; QR 760
    Series: Information policy
    Subjects: Electronic games; Shared virtual environments; Virtual reality; Computer-aided design
    Scope: IX, 294 Seiten, Diagramme, 24 cm
    Notes:

    Literaturverz. S. 273 - 279

  21. Children's Virtual Play Worlds
    Culture, Learning, and Participation
    Contributor: Marsh, Jackie (Hrsg.); Burke, Anne (Hrsg.)
    Published: 2013
    Publisher:  Lang, Peter New York, New York, NY

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
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    Source: Staatsbibliothek zu Berlin
    Contributor: Marsh, Jackie (Hrsg.); Burke, Anne (Hrsg.)
    Language: English
    Media type: Book
    Format: Print
    ISBN: 1433118262; 9781433118265; 9781433118272
    Other identifier:
    9781433118265
    311826
    RVK Categories: DW 4400
    Series: New Literacies and Digital Epistemologies ; 58
    Subjects: Internet games; Shared virtual environments; Computers and children
    Scope: 226 S., Ill.
    Notes:

    Literaturangaben

    Anne Burke and Jackie MarshPost-industrial play: understanding the relationship between traditional and converged forms of play in the early years / Susan Edwards: Introduction: the changing landscapes of children's play worlds

    Kaveri Subrahmanyam: Developmental implications for children's virtual worlds

    Anne Burke: Stardolls and the virtual playground: how identity construction works in the new digital frontier

    Jackie Marsh: Breaking the ice: play, friendships and online identities in young children's use of virtual worlds

    Karen E. Wohlwend and Tolga Kargin: "Cause I know how to get friends-plus they like my dancing": (l)earning the nexus of practice in Club Penguin

    Jan Connelly: Virtual clay or virtual play: identity shaping, consumer building and corporate affiliation versus literacies affordance inside barbiegirls.com

    Isabel Pederson and Jennifer Rowsell: May the force be with you: harnessing the power of brain-computer games

    Stephanie Reich, Ksenia Korobkova, Rebecca W. Black and Mariya Sumaroka: "Hey! can you show me how to do this?": digital games as a mediator of family time

    Sara M. Grimes: Digital play structures: examining the terms of use (an play) found in children's commercial virtual worlds

    Eric Meyers and Robert Bittner: Green pixels to green behaviours: sustainability literacy in virtual worlds for children

    Victoria Carrington: An argument for assemblage theory: integrated spaces, mobility and polycentricity

    Jackie Marsh and Anne Burke.: Afterword

  22. The proteus paradox
    how online games and virtual worlds change us-and how they don't
    Author: Yee, Nick
    Published: 2014
    Publisher:  Yale University Press, New Haven, Conn. [u.a.]

    "Proteus, the mythical sea god who could alter his appearance at will, embodies one of the promises of online games: the ability to reinvent oneself. Yet inhabitants of virtual worlds rarely achieve this liberty, game researcher Nick Yee contends.... more

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
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    "Proteus, the mythical sea god who could alter his appearance at will, embodies one of the promises of online games: the ability to reinvent oneself. Yet inhabitants of virtual worlds rarely achieve this liberty, game researcher Nick Yee contends. Though online games evoke freedom and escapism, Yee shows that virtual spaces perpetuate social norms and stereotypes from the offline world, transform play into labor, and inspire racial scapegoating and superstitious thinking. And the change that does occur is often out of our control and effected by unparalleled--but rarely recognized--tools for controlling what players think and how they behave. Using player surveys, psychological experiments, and in-game data, Yee breaks down misconceptions about who plays fantasy games and the extent to which the online and offline worlds operate separately. With a wealth of entertaining and provocative examples, he explains what virtual worlds are about and why they matter, not only for entertainment but also for business and education. He uses gaming as a lens through which to examine the pressing question of what it means to be human in a digital world. His thought-provoking book is an invitation to think more deeply about virtual worlds and what they reveal to us about ourselves."--

     

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    Source: Staatsbibliothek zu Berlin
    Language: English
    Media type: Book
    Format: Print
    ISBN: 0300190999; 9780300190991
    RVK Categories: ST 324 ; MS 7965
    Subjects: Computer games; Virtual reality; Shared virtual environments
    Scope: X, 248 S.
    Notes:

    Includes bibliographical references and index

  23. Digital cityscapes
    ("merging digital and urban playspaces")
    Contributor: Silva, Adriana de Souza e (Hrsg.)
    Published: c2009
    Publisher:  Lang, New York

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
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    Source: Staatsbibliothek zu Berlin
    Contributor: Silva, Adriana de Souza e (Hrsg.)
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9781433105333; 9781433105326
    RVK Categories: AP 15963 ; ST 324
    Series: Digital formations ; v. 57
    Subjects: Computer games; Mobile games; Shared virtual environments; Internet games; Entertainment computing
    Other subjects: Array; Mobile games; Shared virtual environments; Internet games; Entertainment computing
    Scope: IX, 371 S., IIl., graph., 24 cm
    Notes:

    Includes bibliographical references and indexes

  24. Designing your second life
    techniques and inspiration for you to design your ideal parallel universe within the online community, Second Life
    Published: c 2008
    Publisher:  [Pearson Education, distributor], [London ; New Riders, Berkeley, Calif.

    Universität Potsdam, Universitätsbibliothek
    Unlimited inter-library loan, copies and loan
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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 0321503015; 9780321503015
    RVK Categories: ST 323
    Series: New riders
    Subjects: Second Life (Game); Shared virtual environments; Second Life (Game); Shared virtual environments
    Scope: v, 210 p., col. ill, 23cm
    Notes:

    Includes index

    Formerly CIP

  25. Multiplayer
    the social aspects of digital gaming
    Contributor: Quandt, Thorsten (Hrsg.); Kröger, Sonja (Hrsg.)
    Published: 2014
    Publisher:  Routledge, London [u.a.]

    "In the past decade, digital games have become a widely accepted form of media entertainment, moving from the traditional 'core gamer' community into the mainstream media market. With millions of people now enjoying gaming as interactive... more

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
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    "In the past decade, digital games have become a widely accepted form of media entertainment, moving from the traditional 'core gamer' community into the mainstream media market. With millions of people now enjoying gaming as interactive entertainment there has been a huge increase in interest in social multiplayer gaming activities. However, despite the explosive growth in the field over the past decade, many aspects of social gaming still remain unexplored, especially from a media and communication studies perspective. Multiplayer: Social Aspects of Digital Gaming is the first edited volume of its kind that takes a closer look at the various forms of human interaction in and around digital games, providing an overview of debates, past and present. The book is divided into five sections that explore the following areas: - Social Aspects of Digital Gaming - Social Interactions in Virtual Worlds - Online Gaming - Co-located and Console Gaming - Risks and Challenges of Social Gaming This engaging interdisciplinary book will appeal to upper level students, postgrads and researchers in games research, specifically those focusing on new media and digital games, as well as researchers in media studies and mass communication"--

     

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    Content information
    Source: Staatsbibliothek zu Berlin
    Contributor: Quandt, Thorsten (Hrsg.); Kröger, Sonja (Hrsg.)
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780415828864; 9780415828857
    RVK Categories: AP 15963 ; MS 7965 ; SU 500
    Series: Routledge studies in European communication research and education ; 3
    Subjects: Internet games; Shared virtual environments; Internet games / Social aspects
    Scope: XIX, 250 S., graph. Darst.
    Notes:

    Includes bibliographical references and index