Architectonics of Game Spaces : The Spatial Logic of the Virtual and Its Meaning for the Real / Andri Gerber, Ulrich Götz
| Architectonics of Game Spaces : The Spatial Logic of the Virtual and Its Meaning for the Real / Andri Gerber, Ulrich Götz |
| Edizione | [1st ed.] |
| Pubbl/distr/stampa | Bielefeld, : transcript Verlag, 2020 |
| Descrizione fisica | 1 online resource (343 pages) : illustrations (chiefly color), facsimiles, map, plan |
| Disciplina | 720.2840285536 |
| Collana | Architekturen |
| Soggetto topico |
Virtual Environments
Game Spaces Game Architecture Video Games Architecture Media Space Computer Games Digital Media |
| ISBN |
9783839448021
3839448026 |
| Classificazione | ZH 2800 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto | Frontmatter 1 Contents 5 Introduction 9 Taking Risks! 27 Invisible (Game) Cities 47 In-World Realism 59 Video/Game 71 Games as Provinces of Meaning 85 Free your Imagination! 95 A Fascination for Empty Rooms 111 Towards an Architecture of Desire 119 The Architectonics of Game Spaces 135 Virtual World Weariness 153 The Lived Space of Computer Games 167 The Architectural Continuum 183 From Asteroids to Architectoids 201 Piercing all Layers of the Anthroposphere 215 Creating Fascinating Spaces 233 Augmented Play, Art, and Space 249 Play the City 265 Democracy, Video Games, and Urban Design 277 Video Game Urbanism 293 Bibliography/Ludography 313 Image Copyrights 331 Authors 335 |
| Altri titoli varianti | Gerber/Götz (eds.), Architectonics of Games Spaces The Spatial Logic of the Virtual and Its Meaning for the Real |
| Record Nr. | UNINA-9910433250903321 |
| Bielefeld, : transcript Verlag, 2020 | ||
| Lo trovi qui: Univ. Federico II | ||
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Cultures of Computer Game Concerns : The Child Across Families, Law, Science and Industry / Estrid Sörensen
| Cultures of Computer Game Concerns : The Child Across Families, Law, Science and Industry / Estrid Sörensen |
| Edizione | [1st ed.] |
| Pubbl/distr/stampa | Bielefeld, : transcript Verlag, 2018 |
| Descrizione fisica | 1 online resource (175 pages) |
| Disciplina | 794.8 |
| Collana | VerKörperungen/MatteRealities – Perspektiven empirischer Wissenschaftsforschung |
| Soggetto topico |
Computer Games
Science & Technology Studies Matters of Concern Comparison Denmark Germany Computer Game Violence Computer Game Addiction Media Youth Sociology of Science Law Media Studies |
| ISBN |
9783839439340
3839439345 |
| Classificazione | AP 15963 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto | Frontmatter 1 Inhalt 5 Introduction: Computer Games and Children - Concerns, Infrastructures and Cultures 9 If {battleState = BattleState.standby}: Bringing the Gamer Into Play in Computer Game Development 39 Safeguarding Children on the Online Gaming Platform MovieStarPlanet 67 Children's Participation in the Development of Online Games 77 The Legal Framework for Computer Games and Child Protection in Germany 95 The Political and Legal Basis for Labelling of Computer Games in Denmark 113 Textual Co-Construction of Game and Player in German Rating Decisions 119 The Privatization of Age Classification 137 Prizes, Endorsements and Recommendations: Positive Regulation of Computer Games 149 The Multiple, Volatile and Ambiguous Effects of Children's and Young People's Digital Play 165 The Micro-Politics of Time in Young People's Talk About Gaming 185 Parenting for Digital Literacy in Denmark and Germany: Between Techno-Invitationalism and Techno-Protectionism 205 Between Fears and Needs for Information: German Parents' Computer Game Concerns 231 And Yet Children Play: Echoing Voices of Computer Game Concerns in Barcelona 247 Does Exposure to Violence in Entertainment Media Make People Aggressive? 267 Psychology's Multiple Concerns About Research on the Effects of Media Violence 283 From Concerns About Addiction to the Internet Gaming Disorder Diagnosis1 295 No Worries? Game Research in Denmark 1984-2014 311 Concerned with Computer Games: A Collective Analysis of Being and Becoming Gamer in Denmark 327 About the Authors 349 |
| Altri titoli varianti | Sörensen (ed.), Cultures of Video Game Concerns The Child Across Families, Law, Science and Industry |
| Record Nr. | UNINA-9910433254503321 |
| Bielefeld, : transcript Verlag, 2018 | ||
| Lo trovi qui: Univ. Federico II | ||
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Express yourself! : Europas kulturelle Kreativität zwischen Markt und Underground / Eva Kimminich, Michael Rappe, Heinz Geuen, Stefan Pfänder
| Express yourself! : Europas kulturelle Kreativität zwischen Markt und Underground / Eva Kimminich, Michael Rappe, Heinz Geuen, Stefan Pfänder |
| Edizione | [1st ed.] |
| Pubbl/distr/stampa | Bielefeld, : transcript Verlag, 2015 |
| Descrizione fisica | 1 online resource (254) |
| Disciplina | 306.48094 |
| Collana | Cultural Studies |
| Soggetto topico |
Kreativität
Popular Culture Popkultur Media Medien Computer Games HipHop Europe Tattoo Cultural Studies Techno Pop Music Selbsttechniken Körpergestaltung Identität Commonsense Wissensvermittlung Videoclip Computerspiele Europa Popmusik Kulturwissenschaft |
| ISBN |
9783839406731
3839406730 |
| Classificazione | ES 360 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | ger |
| Nota di contenuto | Frontmatter 1 Inhalt 5 Vorwort: Express Yourself! Europaskulturelle Kreativität Zwischen Markt und Underground 7 Interpretative Methoden der Cultural Studies 21 Gesellschaftlicher Wandel Durch Kreative Umwertung 33 Selbst(Er)F in Dung, Selbstgestaltung, Selbstbehauptung: Eine Kulturprogrammstörung? 51 Das Spiel mit Sich. Populäre Techniken des Selbst 75 Kreativität und Lernen. Möglichkeiten und Realitäten aus Musikpädagogischer Perspektive 103 Rap-Pädagogik: Erziehung zur Kritikfähigkeit? 117 Rhythmus-Sound-Symbol: Struktur und Vermittlungsformen Einer Oral Culture am Beispiel des Hiphop 137 Bilderhören Und Musiksehen. Der Videoclip Als Audiovisuelles Hybridmedium 157 Semiotische Autonomie Populärer Kulturen. Eine Fallstudie zum Polnischen Hip-Hop 173 ,Stylelife'. Graffiti Als ,Typografisches' Ausdrucksmittel Sozialen Stils 193 Tanz um Anerkennung. Ästhetik und Alterität von Breaking bis Krumping 209 Vom Kreativen Umgang mit Retardierenden Märkten. Die ,Macher' der Techno-Party-Szene 239 Autorinnen und Autoren 247 Backmatter 251 |
| Altri titoli varianti | Kimminich et al. (Hg.), Express yourself! Europas kulturelle Kreativität zwischen Markt und Underground |
| Record Nr. | UNINA-9910372800103321 |
| Bielefeld, : transcript Verlag, 2015 | ||
| Lo trovi qui: Univ. Federico II | ||
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Games and Bereavement : How Video Games Represent Attachment, Loss, and Grief / Sabine Harrer
| Games and Bereavement : How Video Games Represent Attachment, Loss, and Grief / Sabine Harrer |
| Autore | Harrer Sabine <p>Sabine Harrer, Universität Wien, Österreich </p> |
| Edizione | [1st ed.] |
| Pubbl/distr/stampa | Bielefeld, : transcript Verlag, 2019 |
| Descrizione fisica | 1 online resource (274 p.) |
| Disciplina | 794.8019 |
| Collana | Edition Medienwissenschaft |
| Soggetto topico |
Videogames
Attachment Grief Media Design Art Therapy Media Computer Games Media Aesthetics Media Studies |
| ISBN |
9783839444153
3839444152 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto | Frontmatter 1 Table of Contents 5 Credits 7 Introduction 9 1.1 Videogame Representation 23 1.2 Understanding Bereavement 45 2.1 Of Limit Breaks and Ghost Glitches: Losing Aeris in Final Fantasy VII 69 2.2 "You Were There": Losing Yorda in Ico 85 2.3 Conjugal Love: Losing the Spouse in Passage 105 2.4 Losing Big Brother in Brothers: A Tale of Two Sons 121 2.5 "Let's All Be Good Mothers OK": Losing the Badger Cubs in Shelter 143 2.6 Designing for Loss and Grief: A Summary 161 3.1 Grief-Based Game Design: A Case Study on Pregnancy Loss 181 3.2 Ideation with the Bereaved: The Trauerspiel Workshop 193 3.3 Designing Jocoi: A Game about Pregnancy Loss 219 3.4 On the Question of Impact: Evaluating Jocoi 239 Making Space for Grief: Conclusive Thoughts 253 References 261 |
| Altri titoli varianti | Harrer, Games and Bereavement How Video Games Represent Attachment, Loss, and Grief |
| Record Nr. | UNINA-9910320749903321 |
Harrer Sabine <p>Sabine Harrer, Universität Wien, Österreich </p>
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| Bielefeld, : transcript Verlag, 2019 | ||
| Lo trovi qui: Univ. Federico II | ||
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Games and Rules : Game Mechanics for the »Magic Circle« / Beat Suter, Mela Kocher, René Bauer
| Games and Rules : Game Mechanics for the »Magic Circle« / Beat Suter, Mela Kocher, René Bauer |
| Edizione | [1st ed.] |
| Pubbl/distr/stampa | Bielefeld, : transcript Verlag, 2019 |
| Descrizione fisica | 1 online resource (322 p.) |
| Disciplina | 794.8 |
| Collana | Edition Medienwissenschaft |
| Soggetto topico |
Games
Video Games Media Media Studies Game Studies Game Design Ludology Narratology Motivation Game Mechanics Ergodic Systems Aporia and Epiphany Computer Games Media Aesthetics Media Art |
| ISBN |
9783839443040
3839443040 |
| Classificazione | ST 324 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto | Frontmatter 1 Contents 5 Introduction 7 Rules of Play as a Framework for the "Magic Circle" 19 Games as a Special Zone 35 Play Computers 47 Requirements for a General Game Mechanics Framework 67 Underneath and Beyond Mechanics 87 Hansel and Gretel 115 The Spectacular Space 139 Nonverbal Guidance Systems 169 Ethics as a Game Mechanism 193 The Player as Puppet 217 The Ethical Avatar 243 Rules Shape Spaces Spaces Shape Rules 259 Game Mechanics of Serious Urban Games 267 NPC and Me 293 When Game Mechanics Come Crawling out of Ant Colonies 299 Authors 317 |
| Altri titoli varianti | Suter et al. (eds.), Games and Rules Game Mechanics for the »Magic Circle« |
| Record Nr. | UNINA-9910315224203321 |
| Bielefeld, : transcript Verlag, 2019 | ||
| Lo trovi qui: Univ. Federico II | ||
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Gewalt im Computerspiel : Facetten eines Vergnügens / Christoph Bareither
| Gewalt im Computerspiel : Facetten eines Vergnügens / Christoph Bareither |
| Autore | Bareither Christoph <p>Christoph Bareither, Universität Tübingen, Deutschland </p> |
| Edizione | [1st ed.] |
| Pubbl/distr/stampa | Bielefeld, : transcript Verlag, 2017 |
| Descrizione fisica | 1 online resource (364 pages) : illustrations; digital, PDF file(s) |
| Disciplina | 300 |
| Collana | Kultur und soziale Praxis |
| Soggetto topico |
Computerspiel
Computer Game Videospiel Video Game Online Games Gewalt Violence Emotion Feeling Vergnügen Pleasure Ethnografie Ethnography Populärkultur Popular Culture Medien Media Computer Games Mediensoziologie Kulturanthropologie Sociology of Media Medienwissenschaft Cultural Anthropology Media Studies |
| ISBN |
9783839435595
3839435595 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | ger |
| Nota di contenuto | Frontmatter 1 Inhalt 5 1. Einleitung 7 2. Theorie und Methode 15 3. Virtuell-körperlich 93 4. Kompetitiv und kooperativ 199 5. Dramatisch und deviant 247 6. Ambivalent 297 7. Zusammenfassung und Ausblick 321 Literatur und Anhang 333 Dank 365 |
| Altri titoli varianti | Bareither, Gewalt im Computerspiel Facetten eines Vergnügens |
| Record Nr. | UNINA-9910220007903321 |
Bareither Christoph <p>Christoph Bareither, Universität Tübingen, Deutschland </p>
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| Bielefeld, : transcript Verlag, 2017 | ||
| Lo trovi qui: Univ. Federico II | ||
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Ludotopia : Spaces, Places and Territories in Computer Games / Espen Aarseth, Stephan Günzel
| Ludotopia : Spaces, Places and Territories in Computer Games / Espen Aarseth, Stephan Günzel |
| Edizione | [1st ed.] |
| Pubbl/distr/stampa | Bielefeld, : transcript Verlag, 2019 |
| Descrizione fisica | 1 online resource (317 pages) |
| Disciplina | 794.8 |
| Collana | Edition Medienwissenschaft |
| Soggetto topico |
Space
Place Maps Computer Games Media Media Aesthetics Media Theory Media Studies |
| ISBN |
9783839447307
3839447305 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto | Frontmatter 1 Content 5 Introduction 7 What Do They Represent? 13 Playing with Sight 41 From Background to Protagonist 61 The Art of Being There 75 Space and Narrative in Computer Games 103 Ludoforming 127 There's No Place Like Home 141 Videogame Wastelands as (Non-)Places and 'Any-Space-Whatevers' 167 The Game and 'The Stack' 185 No End of Worlds 201 Itineraria Picta 215 Distance and Fear 231 The Rhetoric of Game Space 245 Morphology and Meaning in 'Castle Wolfenstein 3D' 271 Combinatorial Explorations 295 Authors 311 |
| Altri titoli varianti | Aarseth/Günzel (eds.), Ludotopia Spaces, Places and Territories in Computer Games |
| Record Nr. | UNINA-9910553083203321 |
| Bielefeld, : transcript Verlag, 2019 | ||
| Lo trovi qui: Univ. Federico II | ||
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Medienqualität : Diskurse aus dem Grimme-Institut zu Fernsehen, Internet und Radio / Frauke Gerlach
| Medienqualität : Diskurse aus dem Grimme-Institut zu Fernsehen, Internet und Radio / Frauke Gerlach |
| Edizione | [1st ed.] |
| Pubbl/distr/stampa | Bielefeld, : transcript Verlag, 2020 |
| Descrizione fisica | 1 online resource (238 p.) |
| Disciplina | 302.230943 |
| Collana | Edition Medienwissenschaft |
| Soggetto topico |
Fernsehen
Television TV Tv Mediendiskurs Media Discourse Grimme-preis Grimme-Preis Qualität Quality Bewertung Rating Film Grimme Online Award Netz Web Internet Radio Broadcast German Radio Award Deutscher Radiopreis Digitalisierung Digitalization Auszeichnung Award Plattformen Platforms Unterhaltung Entertainment Medien Media Medientheorie Media Theory Computerspiele Computer Games Mediensoziologie Sociology of Media Medienwissenschaft Media Studies |
| ISBN |
9783839450024
3839450020 |
| Classificazione | AP 14000 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | ger |
| Nota di contenuto | Frontmatter 1 Inhalt 5 Vorwort 11 Einleitung: Mehr als eine Ehrung 15 Medienpreise und ihr Beitrag zum Qualitätsdiskurs 23 Fernsehqualität im Wandel - eine medienwissenschaftliche Diskursbetrachtung 35 Der Grimme-Preis als Qualitätssignal - eine quantitative Analyse in der Kategorie »Information & Kultur« 57 Werte, Normen und Leitlinien - Reflexionen über die »Grimme-DNA« 75 Die Anfänge des Grimme-Preises. Ein Spezialarchiv im Aufbau 91 Signale aus dem Marler Kloster: Aus der Arbeit der Grimme-Preis-Jury »Information & Kultur« 105 Der Lohn ist Erkenntnis: Der Qualitätsdiskurs in der Kategorie »Fiktion« 117 Wie sich aus Kreisen irgendwie doch Quadrate machen lassen: Der Qualitätsdiskurs in der Kategorie »Unterhaltung« 125 Endlich eine Lobby: Die lange Genese der Kategorie »Kinder & Jugend« 135 Der Preis und sein Verfahren 145 »Das Internet war für uns auch Neuland« - Die Konzeption des Grimme Online Award 153 Qualitätsbewertungsverfahren beim Grimme Online Award 165 Herausforderungen in der Qualitätsbewertung 171 Partizipativ - unabhängig - transparent. Das Wettbewerbsverfahren zum Grimme Online Award 181 »Die Grimme-Jury sagt«: Qualitätsprüfung per Dienstleister 189 Zum Qualitätsbegriff bei digitalen Spielen 201 Ausblick - Reflexionen über die Praktik der Grimme-Preisvergabe aus der Perspektive des medienwissenschaftlichen Qualitätsdiskurses 215 Ringen um das richtige Urteil - ein Fazit 221 Adolf-Grimme-Preis-Statut von 1964 227 Übersicht: Die Preise des Grimme-Instituts 230 Auszug aus dem Gesellschaftsvertrag der Grimme-Institut gGmbH 232 Autorinnen und Autoren 235 Danksagung 239 |
| Altri titoli varianti | Gerlach (Hg.), Medienqualität Diskurse aus dem Grimme-Institut zu Fernsehen, Internet und Radio |
| Record Nr. | UNINA-9910411919703321 |
| Bielefeld, : transcript Verlag, 2020 | ||
| Lo trovi qui: Univ. Federico II | ||
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Narrative Mechanics : Strategies and Meanings in Games and Real Life / Beat Suter, René Bauer, Mela Kocher
| Narrative Mechanics : Strategies and Meanings in Games and Real Life / Beat Suter, René Bauer, Mela Kocher |
| Edizione | [1st ed.] |
| Pubbl/distr/stampa | Bielefeld, : transcript Verlag, 2021 |
| Descrizione fisica | 1 online resource (362 p.) |
| Disciplina | 306.4/81 |
| Collana | Edition Medienwissenschaft |
| Soggetto topico |
Games
Game Studies Game Design Media Culture Popular Culture Computer Games Media Aesthetics Digital Media Media Studies |
| ISBN |
9783839453452
3839453453 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto | Frontmatter -- Contents -- Introduction -- Playing with Narratives -- Narrative Mechanics -- Narrative Patterns in Video Games -- Teaching Narrative Design -- The Narrative Role of Sound in Games -- Expanding the Narrative -- Mukokuseki and the Narrative Mechanics in Japanese Games -- Characterization and Emergent Narrative in Dwarf Fortress -- On the Evolution of Narrative Mechanics in Open-World Games -- Open-End Storytelling in Pinball Machines -- Mechanics of Inspiration -- Narrative Approaches in Contemporary Video Game Reviews -- Games, Politics and Society -- "We're not murderers. We just survive." -- QUIZ -- Ludic Meanders through Defictionalization: The Narrative Mechanics of Art -- If You Play It, Do You Believe It? -- Ball Games and Language Games -- Case Studies -- Florence -- The Last Guardian -- Murder at the Museum -- Even Missile Command Tells a Story -- Shave -- The Twitter Game -- Commander Kurz -- Authors |
| Altri titoli varianti | Suter et al. (eds.), Narrative Mechanics Strategies and Meanings in Games and Real Life |
| Record Nr. | UNINA-9910485579303321 |
| Bielefeld, : transcript Verlag, 2021 | ||
| Lo trovi qui: Univ. Federico II | ||
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Paratextualizing Games : Investigations on the Paraphernalia and Peripheries of Play / Benjamin Beil, Gundolf S. Freyermuth, Hanns Christian Schmidt
| Paratextualizing Games : Investigations on the Paraphernalia and Peripheries of Play / Benjamin Beil, Gundolf S. Freyermuth, Hanns Christian Schmidt |
| Edizione | [1st ed.] |
| Pubbl/distr/stampa | Bielefeld, : transcript Verlag, 2021 |
| Descrizione fisica | 1 online resource (407 pages) |
| Disciplina | 070.4 |
| Collana | Bild und Bit. Studien zur digitalen Medienkultur |
| Soggetto topico |
Digital Games
Paratext Fan Studies Let's Plays Media Popular Culture Computer Games Digital Media Media Aesthetics Media Studies |
| ISBN |
9783839454213
3839454212 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto | Cover -- Table of Contents -- Preface and Acknowledgements -- Paratext | Paraplay -- Histories -- "And You Didn't Even Look at It!" -- The Cartography of Virtual Empires -- Unboxing AGE OF EMPIRES -- Making Mario -- Performances -- Player Agency in Audience Gaming -- Material Culture on Twitch -- Benefits of Including Let's Play Recordings in Close Readings of Digital Game Texts -- Fame or Infamy: The Influence of Let's Plays on Independent Game Developers -- "Here Comes a New Challenger" -- Peripheries -- The Impending Demise of Video Game Packaging: An Eulogy -- The Ludic Nature of Paratexts -- [Para]Textually Here: Paratexts and Presence in Games -- Isekai: Tracing Interactive Control in Non-interactive Media -- The Paratext, the Palimpsest, and the Pandemic -- Contributors. |
| Altri titoli varianti | Beil et al. (eds.), Paratextualizing Games Investigations on the Paraphernalia and Peripheries of Play |
| Record Nr. | UNINA-9910513700303321 |
| Bielefeld, : transcript Verlag, 2021 | ||
| Lo trovi qui: Univ. Federico II | ||
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