LEADER 03631nam 2200649 450 001 9910796820403321 005 20230516113938.0 010 $a1-78533-874-9 024 7 $a10.1515/9781785338748 035 $a(CKB)4100000004835812 035 $a(MiAaPQ)EBC5433082 035 $a(DE-B1597)636950 035 $a(DE-B1597)9781785338748 035 $a(EXLCZ)994100000004835812 100 $a20180709d2018 uy 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aArchaeogaming $ean introduction to archaeology in and of video games /$fAndrew Reinhard 210 1$aNew York ;$aOxford :$cBerghahn Books,$d[2018] 210 4$dİ2018 215 $a1 online resource (236 pages) 311 $a1-78533-872-2 320 $aIncludes bibliographical references and index. 327 $aReal-world archaeogaming -- Playing as archaeologists -- Video games as archaeological sites -- Material culture of the immaterial. 330 $aA general introduction to archeogaming describing the intersection of archaeology and video games and applying archaeological method and theory into understanding game-spaces. ?[T]he author?s clarity of style makes it accessible to all readers, with or without an archaeological background. Moreover, his personal anecdotes and gameplay experiences with different game titles, from which his ideas often develop, make it very enjoyable reading.??Antiquity Video games exemplify contemporary material objects, resources, and spaces that people use to define their culture. Video games also serve as archaeological sites in the traditional sense as a place, in which evidence of past activity is preserved and has been, or may be, investigated using the discipline of archaeology, and which represents a part of the archaeological record. From the introduction: Archaeogaming, broadly defined, is the archaeology both in and of digital games?  As will be described in the following chapters, digital games are archaeological sites,  landscapes, and artifacts, and the game-spaces held within those media can also be understood archaeologically as digital built environments containing their own material culture? Archaeogaming does not limit its study to those video games that are set in the past or that are treated as ?historical games,? nor does it focus solely on the exploration and analysis of ruins or of other built environments that appear in the world of the game. Any video game?from Pac-Man to Super Meat Boy?can be studied archaeologically. 606 $aVirtual reality in archaeology 606 $aImaging systems in archaeology 606 $aVideo games$xTechnological innovations 606 $aArchaeology$xComputer simulation 610 $aArchaeologists. 610 $aDigital Heritage. 610 $aMaterial Culture. 610 $aarchaeogaming. 610 $aarchaeology. 610 $adigital archaeology. 610 $adigital artifacts. 610 $agaming studies. 610 $agaming. 610 $amedia studies. 610 $avideo games. 615 0$aVirtual reality in archaeology. 615 0$aImaging systems in archaeology. 615 0$aVideo games$xTechnological innovations. 615 0$aArchaeology$xComputer simulation. 676 $a930.10285 686 $aNF 1129$2rvk 700 $aReinhard$b Andrew$01539206 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910796820403321 996 $aArchaeogaming$93789905 997 $aUNINA LEADER 01380nam0 22003251i 450 001 UON00228807 005 20231205103450.946 010 $a58-982609-1-9 100 $a20030730d2001 |0itac50 ba 101 $arus 102 $aRU 105 $a|||| 1|||| 200 1 $aRossija$eu istokov tragedii 1462-1584$eZametki o prirode i proischo?denii russkoj gosudarstevnnosti$fAleksandr Janov 210 $aMoskva$cProgress-Tradicija$d2001 215 $a559 p.$d20 cm. 606 $aRUSSIA$xStoria$x1462-1584$3UONC049747$2FI 620 $aRU$dMoskva$3UONL003152 676 $a947.043$cStoria della Russia. Regno di Ivan IV il Terribile, 1533-1584$v21 676 $a947.04$cStoria della Russia, 1462-1689$v21 676 $a947.041$cStoria della Russia. Regno di Ivan III, 1462-1505$v21 676 $a947.042$cStoria della Russia. regno di Basilio III, 1505-1533$v21 700 1$aYanov$bAlexander$3UONV109791$0541075 712 $aProgress-Tradicija$3UONV269127$4650 790 1$aYANOV, Aleksandr$zYanov, Alexander$3UONV295067 801 $aIT$bSOL$c20250502$gRICA 899 $aSIBA - SISTEMA BIBLIOTECARIO DI ATENEO$2UONSI 912 $aUON00228807 950 $aSIBA - SISTEMA BIBLIOTECARIO DI ATENEO$dSI EO DUOMO IX G 0437 $eSI EO 33831 5 0437 996 $aRossija$94370962 997 $aUNIOR LEADER 01792nam 2200349z- 450 001 9910134263503321 005 20210211 010 $a3-945561-00-0 035 $a(CKB)9870000000001310 035 $a(oapen)https://directory.doabooks.org/handle/20.500.12854/53070 035 $a(oapen)doab53070 035 $a(EXLCZ)999870000000001310 100 $a20202102d2014 |y 0 101 0 $aeng 135 $aurmn|---annan 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 00$aMelammu: The Ancient World in an Age of Globalization 210 $cEdition Open Access$d2014 215 $a1 online resource (397 p.) 225 1 $aProceedings 7: Max Planck Research Library for the History and Development of Knowledge 330 $aMelammu volumes have broadened the horizons of studies of antiquity by encouraging the crossing of geographical and cultural boundaries between ancient civilizations of the Mediterranean and Near East. The present Melammu volume extends from Greece to India, with articles on Phrygia and Armenia, also viewing texts from ancient Israel, Egypt, and Mesopotamia. The globalization described in this volume extends over language barriers and literatures, showing how texts as well as goods can travel between societies and regions. This collection of papers offer new insights and perspectives into connections between the Mediterranean World, Mesopotamia, Anatolia, Persia and India. 517 $aMelammu 606 $aCivilization, Assyro-Babylonian$vCongresses 615 0$aCivilization, Assyro-Babylonian 676 $a935/.03 702 $aGeller$b Markham J. 906 $aBOOK 912 $a9910134263503321 996 $aMelammu: The Ancient World in an Age of Globalization$94417360 997 $aUNINA