Results for *

Displaying results 1 to 17 of 17.

  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
    1 A 901168
    Unlimited inter-library loan, copies and loan
    Staats- und Universitätsbibliothek Bremen
    a tea 866.5/453
    Unlimited inter-library loan, copies and loan
    Technische Informationsbibliothek (TIB) / Leibniz-Informationszentrum Technik und Naturwissenschaften und Universitätsbibliothek
    OD 250 22
    Unlimited inter-library loan, copies and loan
    Fachhochschule Kiel, Zentralbibliothek
    Kom 38-63/1
    Unlimited inter-library loan, copies and loan
    Otto-von-Guericke-Universität, Universitätsbibliothek
    2014.02143:1
    Unlimited inter-library loan, copies and loan
    Hochschule Harz, Hauptbibliothek, Standort Wernigerode / Harz
    DEB 100 0542
    Unlimited inter-library loan, copies and loan

     

    "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. "--

     

    Export to reference management software   RIS file
      BibTeX file
    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. Virtual economies
    design and analysis
    Published: 2014
    Publisher:  MIT Press, Cambridge, Mass.

    Universitäts- und Landesbibliothek Bonn
    2016/549
    Loan of volumes, no copies
    Hochschulbibliothek der Hochschule Düsseldorf
    11 QBKA 298
    Unlimited inter-library loan, copies and loan
    Universitätsbibliothek Duisburg-Essen
    PVK18267
    Unlimited inter-library loan, copies and loan
    Institut für Wirtschaftsinformatik, Bibliothek
    WI 21 78
    Unlimited inter-library loan, copies and loan
    Export to reference management software   RIS file
      BibTeX file
    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9780262027250
    Series: Information policy series
    Subjects: Electronic games; Shared virtual environments; Virtual reality; Computer-aided design; Computerspiel; Virtuelle Realität; Wirtschaft
    Scope: IX, 294 S., graph. Darst.
    Notes:

    Includes bibliographical references and index

  3. Virtual economies
    design and analysis
    Published: 2014
    Publisher:  MIT Press, Cambridge, MA

    Contents -- Acknowledgments -- 1 Introduction -- 2 Theories of Human Behavior -- 3 Goods: Material, Digital, Virtual -- 4 Supply and Demand -- 5 Regulating Markets -- 6 Market Power and Pricing -- 7 Methods of Exchange -- 8 Externalities and... more

    Kühne Logistics University – KLU, Bibliothek
    No inter-library loan

     

    Contents -- Acknowledgments -- 1 Introduction -- 2 Theories of Human Behavior -- 3 Goods: Material, Digital, Virtual -- 4 Supply and Demand -- 5 Regulating Markets -- 6 Market Power and Pricing -- 7 Methods of Exchange -- 8 Externalities and Secondary Market Trade -- 9 Institutions and Nonmarket Allocation -- 10 Money -- 11 Macroeconomic Design -- 12 Macroeconomic Management -- 13 Policymaking -- 14 Why the Real World Needs Virtual Economy Design -- References -- Index

     

    Export to reference management software   RIS file
      BibTeX file
    Content information
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 0262323311; 9780262323314
    RVK Categories: QR 760
    Series: Information policy
    Subjects: Computer-aided design; Shared virtual environments; Virtual reality; Electronic games
    Scope: Online-Ressource
    Notes:

    Includes bibliographical references and index

    Series forewordAcknowledgements -- Introduction -- Theories of human behavior -- Goods : material, digital, virtual types of goods -- Supply and demand -- Regulating markets -- Market power and pricing -- Methods of exchange -- Externalities and secondary market trade -- Institutions and non-market allocation -- Money -- Macroeconomic design -- Macroeconomic management -- Policy making -- Why the real world needs virtual economy design -- Notes -- References -- Index.

  4. 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, 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

    Universitätsbibliothek Bamberg
    Unlimited inter-library loan, copies and loan
    Universitätsbibliothek Passau
    Unlimited inter-library loan, copies and loan
    Universitätsbibliothek Regensburg
    Unlimited inter-library loan, copies and loan

     

    "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. "..

     

    Export to reference management software   RIS file
      BibTeX file
    Content information
  5. Virtual economies
    design and analysis
    Published: 2014
    Publisher:  MIT Press, Cambridge, Mass. [u.a.]

    Bayerische Staatsbibliothek
    Unlimited inter-library loan, copies and loan
    Universitätsbibliothek der LMU München
    Unlimited inter-library loan, copies and loan
    Technische Hochschule Würzburg-Schweinfurt Bibliothek
    Unlimited inter-library loan, copies and loan
    Export to reference management software   RIS file
      BibTeX file
    Content information
    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9780262027250
    RVK Categories: ST 324
    Series: Information policy
    Subjects: Electronic games; Shared virtual environments; Virtual reality; Computer-aided design; Wirtschaft; Computerspiel; Virtuelle Realität
    Scope: IX, 294 p., graph. Darst.
    Notes:

    Includes bibliographical references and index

  6. The proteus paradox
    how online games and virtual worlds change us-and how they don't
    Author: Yee, Nick
    Published: 2014; © 2014
    Publisher:  Yale University Press, New Haven, Connecticut

    Universitätsbibliothek Würzburg
    Unlimited inter-library loan, copies and loan
    Export to reference management software   RIS file
      BibTeX file
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780300199291
    RVK Categories: MS 7965 ; AP 15963
    Subjects: Computer games; Virtual reality; Shared virtual environments; Virtuelle Realität; Verhaltensmodifikation; Computerspiel
    Scope: 1 Online-Ressource (x, 248 Seiten)
  7. Virtual economies
    design and analysis
    Published: 2014
    Publisher:  MIT Press, Cambridge, Mass.

    Universitäts- und Landesbibliothek Bonn
    Unlimited inter-library loan, copies and loan
    Hochschulbibliothek der Hochschule Düsseldorf
    Unlimited inter-library loan, copies and loan
    Universitätsbibliothek Duisburg-Essen
    Unlimited inter-library loan, copies and loan
    Universitäts- und Landesbibliothek Münster, Zentralbibliothek
    Unlimited inter-library loan, copies and loan
    Export to reference management software   RIS file
      BibTeX file
    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
    Unlimited inter-library loan, copies and loan

     

    "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. "--

     

    Export to reference management software   RIS file
      BibTeX file
    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. 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.

    "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

    Humboldt-Universität zu Berlin, Universitätsbibliothek, Jacob-und-Wilhelm-Grimm-Zentrum
    Unlimited inter-library loan, copies and loan

     

    "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. "..

     

    Export to reference management software   RIS file
      BibTeX file
  10. The Second Life Herald
    The Virtual Tabloid That Witnessed the Dawn of the Metaverse
    Published: 2014; ©2007.
    Publisher:  MIT Press, Cambridge

    How a virtual journalist in the virtual world of online gaming landed on the real-world front page of the New York Times and how his virtual newspaper chronicled the emergence of the next generation of the World Wide Web. Intro -- Contents --... more

    Universitätsbibliothek Erfurt / Forschungsbibliothek Gotha, Universitätsbibliothek Erfurt
    No inter-library loan
    Universitäts- und Landesbibliothek Sachsen-Anhalt / Zentrale
    No inter-library loan
    Helmut-Schmidt-Universität, Universität der Bundeswehr Hamburg, Universitätsbibliothek
    No inter-library loan
    Universitätsbibliothek Kiel, Zentralbibliothek
    No inter-library loan
    Kommunikations-, Informations- und Medienzentrum der Universität Hohenheim
    No loan of volumes, only paper copies will be sent

     

    How a virtual journalist in the virtual world of online gaming landed on the real-world front page of the New York Times and how his virtual newspaper chronicled the emergence of the next generation of the World Wide Web. Intro -- Contents -- Acknowledgments -- Authors' Note -- Introduction -- 1 The Death of Urizenus -- 2 Inside the Virtual World -- 3 Slinging Bolts at the Robot Factory -- 4 A Day in the Life of a Techno-Pagan Newsroom -- 5 Dollars and Cyberspace -- 6 The Case of the Broken Jaw -- 7 Crossing the Line: Scamming, Griefing, and Real-World Crime -- 8 Down the Rabbit Hole -- 9 ''Cyber Me, Baby!'': Sex, Love, and Software in the Virtual World -- 10 Murdered! -- 11 Behind the Pixel Curtain -- 12 Taking It to the Virtual Streets -- 13 Into the Code: Exploits, Mods, and Hacks -- 14 The Resurrection of Urizenus Sklar -- 15 The Power of the Virtual Press -- 16 Ruling the Metaverse -- 17 The Day the Grid Disappeared -- 18 The Metaverse Is Born -- Appendix A: A Declaration of the Rights of Avatars -- Appendix B: Herald Obituary: In Memory of Candace Bolter, aka Kale -- Notes.

     

    Export to reference management software   RIS file
      BibTeX file
    Content information
    Volltext (lizenzpflichtig)
    Source: Union catalogues
    Contributor: Wallace, Mark (MitwirkendeR)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780262278638
    RVK Categories: AP 18450
    Series: The MIT Press Ser
    Subjects: Second Life (Game); Avatars (Virtual reality); Tabloid newspapers -- Fiction -- Computer programs; Shared virtual environments; Internet; Avatars (Virtual reality); Internet; Second Life (Game); Shared virtual environments; Tabloid newspapers ; Fiction ; Computer programs; Electronic books
    Scope: 1 online resource (313 pages)
    Notes:

    Description based on publisher supplied metadata and other sources

  11. 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. :

    "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

    Freie Universität Berlin, Universitätsbibliothek, Zentralbibliothek
    Unlimited inter-library loan, copies and loan
    Humboldt-Universität zu Berlin, Universitätsbibliothek, Jacob-und-Wilhelm-Grimm-Zentrum
    Unlimited inter-library loan, copies and loan

     

    "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. "..

     

    Export to reference management software   RIS file
      BibTeX file
  12. Virtual economies
    design and analysis
    Published: [2014]
    Publisher:  MIT Press, Cambridge, Massachusetts

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
    Unlimited inter-library loan, copies and loan
    Export to reference management software   RIS file
      BibTeX file
    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

  13. 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
    Unlimited inter-library loan, copies and loan

     

    "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."--

     

    Export to reference management software   RIS file
      BibTeX file
    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

  14. 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
    Unlimited inter-library loan, copies and loan

     

    "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"--

     

    Export to reference management software   RIS file
      BibTeX file
    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

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

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Potsdamer Straße
    10 A 10891
    Unlimited inter-library loan, copies and loan
    Staats- und Universitätsbibliothek Bremen
    11a vwl 001 int/204
    Unlimited inter-library loan, copies and loan
    Bibliothek für Wirtschaftswissenschaften
    Frei 10: L9/778
    Unlimited inter-library loan, copies and loan
    Staats- und Universitätsbibliothek Hamburg Carl von Ossietzky
    QR 760 L522 77915
    No inter-library loan
    Technische Informationsbibliothek (TIB) / Leibniz-Informationszentrum Technik und Naturwissenschaften und Universitätsbibliothek
    oek 6479/234
    Unlimited inter-library loan, copies and loan
    University of Europe for Applied Sciences GmbH, Campus Iserlohn, Bibliothek
    MF20/Lehd
    Unlimited inter-library loan, copies and loan
    Zentrum für Kunst und Medien Karlsruhe / Staatliche Hochschule für Gestaltung, Bibliothek
    Hg 5211
    Unlimited inter-library loan, copies and loan
    Universität Konstanz, Kommunikations-, Informations-, Medienzentrum (KIM)
    Unlimited inter-library loan, copies and loan
    Hochschulbibliothek Reutlingen (Lernzentrum)
    Wi 7-480-34
    Unlimited inter-library loan, copies and loan
    UB Weimar
    Jun.-Prof. Rösch
    No inter-library loan
    Hochschule Harz, Hauptbibliothek, Standort Wernigerode / Harz
    DED 200 0700
    Unlimited inter-library loan, copies and loan
    Export to reference management software   RIS file
      BibTeX file
    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

  16. 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 Potsdamer Straße
    1 A 901168
    Unlimited inter-library loan, copies and loan
    Staats- und Universitätsbibliothek Bremen
    a tea 866.5/453
    Unlimited inter-library loan, copies and loan
    Sächsische Landesbibliothek - Staats- und Universitätsbibliothek Dresden
    Unlimited inter-library loan, copies and loan
    Technische Informationsbibliothek (TIB) / Leibniz-Informationszentrum Technik und Naturwissenschaften und Universitätsbibliothek
    OD 250 22
    Unlimited inter-library loan, copies and loan
    Universitätsbibliothek Heidelberg
    2014 A 605
    Unlimited inter-library loan, copies and loan
    Fachhochschule Kiel, Zentralbibliothek
    Kom 38-63/1
    Unlimited inter-library loan, copies and loan
    Otto-von-Guericke-Universität, Universitätsbibliothek
    2014.02143:1
    Unlimited inter-library loan, copies and loan
    Hochschule Harz, Hauptbibliothek, Standort Wernigerode / Harz
    DEB 100 0542
    Unlimited inter-library loan, copies and loan

     

    "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."--

     

    Export to reference management software   RIS file
      BibTeX file
    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

  17. 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 Potsdamer Straße
    1 A 903251
    Unlimited inter-library loan, copies and loan
    Staats- und Universitätsbibliothek Bremen
    a tea 866.5/905
    Unlimited inter-library loan, copies and loan
    Universitätsbibliothek Erfurt / Forschungsbibliothek Gotha, Universitätsbibliothek Erfurt
    MS 7965 Q1
    Unlimited inter-library loan, copies and loan
    Universitäts- und Landesbibliothek Sachsen-Anhalt / Zentrale
    K MK 1050-25
    No inter-library loan
    Staats- und Universitätsbibliothek Hamburg Carl von Ossietzky
    AP 15963 Q1
    No inter-library loan
    Hans-Bredow-Institut für Medienforschung an der Universität Hamburg, Bibliothek
    B III 12-98
    Unlimited inter-library loan, copies and loan
    Bibliothek im Kurt-Schwitters-Forum
    Meb 6.8-43
    No inter-library loan
    Universitätsbibliothek Ilmenau
    MDW AP 15963 Q1
    Unlimited inter-library loan, copies and loan
    Leuphana Universität Lüneburg, Medien- und Informationszentrum, Universitätsbibliothek
    13-19970
    Unlimited inter-library loan, copies and loan
    Otto-von-Guericke-Universität, Universitätsbibliothek
    2015.06842:1
    Unlimited inter-library loan, copies and loan
    Universitätsbibliothek Mannheim
    500 AP 15963 Q1
    No inter-library loan
    Kommunikations-, Informations- und Medienzentrum der Universität Hohenheim
    7279/278
    Unlimited inter-library loan, copies and loan
    Universitätsbibliothek der Eberhard Karls Universität
    54 A 1827
    Unlimited inter-library loan, copies and loan
    Schloss Dagstuhl - Leibniz-Zentrum für Informatik, Bibliothek
    No inter-library loan

     

    "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"--

     

    Export to reference management software   RIS file
      BibTeX file
    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