top

  Info

  • Utilizzare la checkbox di selezione a fianco di ciascun documento per attivare le funzionalità di stampa, invio email, download nei formati disponibili del (i) record.

  Info

  • Utilizzare questo link per rimuovere la selezione effettuata.
Computer Games As Landscape Art / / by Peter Nelson
Computer Games As Landscape Art / / by Peter Nelson
Autore Nelson Peter
Edizione [1st ed. 2023.]
Pubbl/distr/stampa Cham : , : Springer International Publishing : , : Imprint : Palgrave Macmillan, , 2023
Descrizione fisica 1 online resource (207 pages)
Disciplina 794.84
Soggetto topico Games
Art - History
Popular culture
Games Studies
Art History
Popular Culture
ISBN 9783031376344
303137634X
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Introduction -- 1: What is a Landscape? -- 2: What is a Computer Game? -- 3: Half-Life 2: Could I Apocalypse? -- 4: Tourism and Gun-Running in CS:GO -- 5: Autosave: Redoubt -- 6: Garry’s Mod: The Computer Game Becomes Photoshop -- Conclusion.
Record Nr. UNINA-9910743691803321
Nelson Peter  
Cham : , : Springer International Publishing : , : Imprint : Palgrave Macmillan, , 2023
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Gaming as a Cultural Commons : Risks, Challenges, and Opportunities / / edited by Toshiko Kikkawa, Willy Christian Kriz, Junkichi Sugiura
Gaming as a Cultural Commons : Risks, Challenges, and Opportunities / / edited by Toshiko Kikkawa, Willy Christian Kriz, Junkichi Sugiura
Edizione [1st ed. 2022.]
Pubbl/distr/stampa Singapore : , : Springer Nature Singapore : , : Imprint : Springer, , 2022
Descrizione fisica 1 online resource (199 pages)
Disciplina 794.84
Collana Translational Systems Sciences
Soggetto topico Econometrics
Management
Human rights
Political science
Quantitative Economics
Human Rights
Political Science
ISBN 9789811903489
9811903484
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Preface- Part 1 Culture in Gaming and Simulation -- Chapter 1: Gaming Simulation – Terminology and Fundamentals -- Chapter 2: Knowledge from the Great Ancestors: The “Cone of Ab-straction” – Revisiting a Key Concept through Interviews with Gaming Simulation Veterans -- Chapter 3 -- Board Game Immersion -- Chapter 4: Women (and a little bit of Culture) in Simulation Gaming -- Chapter 5: The Current Status of Japanese Game Players and its Impact on the Society -- Part 2 Education -- Chapter 6: Case Example: KIKATOPIA Game – A Simulation Game on Diversity and Living together with Children as Co-designers -- Chapter 7: Bringing Gaming into Education: Cultural Context and Ethical Issues in the Case of SN Games -- Chapter 8: Code of Conduct for Facilitators and the Ethics of De-briefing -- Chapter 9: Ethics and Simulation Games in a Cultural Context: Why Should we Bother? And What Can We Learn? -- Part 3 Manipulation in Games -- Chapter 10: Subtle Manipulation in Games -- Chapter 11: Manipulation throughGamification and Gaming.
Record Nr. UNINA-9910564699903321
Singapore : , : Springer Nature Singapore : , : Imprint : Springer, , 2022
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui