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Computerspiele [[electronic resource] ] : Fluch oder Segen? : die Nutzer, die Gefahren, die Lernpotentiale, der Umgang / / Christian Schmitt
Computerspiele [[electronic resource] ] : Fluch oder Segen? : die Nutzer, die Gefahren, die Lernpotentiale, der Umgang / / Christian Schmitt
Autore Schmitt Christian
Pubbl/distr/stampa Hamburg, : Diplomica Verlag, 2011
Descrizione fisica 1 online resource (122 p.)
Disciplina 306.4/87
Soggetto topico Computer games - Social aspects
Computer games - Psychological aspects
Soggetto genere / forma Electronic books.
ISBN 3-8428-0495-4
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione ger
Nota di contenuto CONTENTS; 1. EINLEITUNG; 2. DIE NUTZUNGSMOTIVE FÜR COMPUTERSPIELE; 2.1 Beschreibungen der Genres; 2.2 Computerspiele als Spielzeug; 2.3 Die Funktionen des Spiels (Exkurs in die Spieltheorie); 2.4 Computerspiele als Kulturgut; 2.5 Nutzerstruktur; 2.6 Die Grundelemente der Bildschirmspiele; 2.7 Genrepräferenzen; 2.8 Motivationspotentiale von Computerspielen; 3. ANSÄTZE UND THEORIEN DER MEDIENWIRKUNGSFORSCHUNG; 3.1 Neurobiologische Erklärungen; 3.2 Transfermodell nach Fritz; 4. GEWALT IN COMPUTERSPIELEN; 4.1 Gewalt und Aggression; 4.2 Faszination virtueller Gewalt
4.3 Theorien zum Zusammenhang von medialer und realer Gewalt4.4 Untersuchungen von Auswirkungen medialer Gewalt; 4.5 Empathiereduktion; 4.6 Waffentraining; 4.7 Altersfreigabensysteme; 4.7 Zusammenfassung Fazit Folgerung; 5. COMPUTERSPIELSUCHT; 5.1 Die Zielgruppe für Onlinerollenspiele; 5.2 MMORPG`s und ihre Funktionsweise; 5.3 Die Rolle der Spielergemeinschaften in MMORPG`s; 5.4 Die 4 Spielertypen nach Bartel wie Spieler sich in MMORPG`s bewegen; 5.5 Neurobiologische Aspekte; 5.6 Diagnose und Nosologische Einordnung; 5.7 Therapie Beratungsangebote; 5.8 Zusammenfassung/ Fazit
6. LERNPOTENTIALE VON COMPUTERSPIELEN6.1 Kompetenzerwerb durch das Computerspielen; 6.2 Machinimas; 6.3 Edutainment und Serious Games; 7. PÄDAGOGISCHE KONZEPTE UND IDEEN; 7.1 Die Rolle des Körperlichen; 7.2 Hardliner Konzept nach Wiemken; 7.3 Projekte und Konzepte; 7.4 Die Rolle der Eltern; 7.5 Ideen für Projekte; 7.6 Informationsangebote; 7.7 Konsequenzen und Forderungen; 8. FAZIT; 9. LITERATURVERZEICHNIS; AUTORENVITA
Record Nr. UNINA-9910461346103321
Schmitt Christian  
Hamburg, : Diplomica Verlag, 2011
Materiale a stampa
Lo trovi qui: Univ. Federico II
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Extending experiences : structure, analysis and design of computer game player experience / / edited by Olli Leino, Hanna Wirman, Amyris Fernandez
Extending experiences : structure, analysis and design of computer game player experience / / edited by Olli Leino, Hanna Wirman, Amyris Fernandez
Pubbl/distr/stampa Lapland University Press
Altri autori (Persone) LeinoOlli
WirmanHanna
FernandezAmyris
Soggetto topico Computer games - Social aspects
Computer games - Psychological aspects
Computer games - Design - Social aspects
Computer games - Design - Psychological aspects
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNISA-996379038103316
Lapland University Press
Materiale a stampa
Lo trovi qui: Univ. di Salerno
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Extending experiences : structure, analysis and design of computer game player experience / / edited by Olli Leino, Hanna Wirman, Amyris Fernandez
Extending experiences : structure, analysis and design of computer game player experience / / edited by Olli Leino, Hanna Wirman, Amyris Fernandez
Pubbl/distr/stampa Lapland University Press
Altri autori (Persone) LeinoOlli
WirmanHanna
FernandezAmyris
Soggetto topico Computer games - Social aspects
Computer games - Psychological aspects
Computer games - Design - Social aspects
Computer games - Design - Psychological aspects
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910426037003321
Lapland University Press
Materiale a stampa
Lo trovi qui: Univ. Federico II
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Gameworld interfaces / / Kristine Jørgensen
Gameworld interfaces / / Kristine Jørgensen
Autore Jorgensen Kristine <1978->
Pubbl/distr/stampa Cambridge, Massachusetts : , : The MIT Press, , [2013]
Descrizione fisica 1 online resource (191 p.)
Disciplina 794.8
Soggetto topico Computer games - Psychological aspects
Computer games - Design
User interfaces (Computer systems)
Virtual reality - Psychological aspects
Soggetto genere / forma Electronic books.
ISBN 0-262-31906-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Designing the game interface -- The gameworld -- The interface -- Towards a theory of the game interface.
Record Nr. UNINA-9910453397103321
Jorgensen Kristine <1978->  
Cambridge, Massachusetts : , : The MIT Press, , [2013]
Materiale a stampa
Lo trovi qui: Univ. Federico II
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Gamification mindset / / Ole Goethe
Gamification mindset / / Ole Goethe
Autore Goethe Ole
Edizione [1st ed. 2019.]
Pubbl/distr/stampa Cham : , : Springer, , [2019]
Descrizione fisica 1 online resource (xi, 138 pages) : illustrations (some color), charts
Disciplina 005.437
4.019
Collana Human–Computer Interaction Series
Soggetto topico Gamification
Computer games - Design
Computer games - Psychological aspects
Digital humanities
ISBN 3-030-11078-8
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Technology impact mindsets -- Gamified thinking -- Problems with applying gamified thinking into a product -- Games are learning systems -- Learning experiences in real life -- Game design principles usable in gamification -- Timings in games and gamification -- Immersion in games and gamification -- Multimodality in gamification.
Record Nr. UNINA-9910337851103321
Goethe Ole  
Cham : , : Springer, , [2019]
Materiale a stampa
Lo trovi qui: Univ. Federico II
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Gaming lives in the twenty-first century [[electronic resource] ] : literate connections / / edited by Cynthia L. Selfe and Gail E. Hawisher ; foreword by James P. Gee
Gaming lives in the twenty-first century [[electronic resource] ] : literate connections / / edited by Cynthia L. Selfe and Gail E. Hawisher ; foreword by James P. Gee
Edizione [1st ed. 2007.]
Pubbl/distr/stampa New York, : Palgrave, 2007
Descrizione fisica 1 online resource (XIII, 273 p.)
Disciplina 794.8
Altri autori (Persone) SelfeCynthia L. <1951->
HawisherGail E
Soggetto topico Video games - Psychological aspects
Video games - Social aspects
Computer games - Psychological aspects
Computer games - Social aspects
Learning, Psychology of
Visual literacy
Soggetto genere / forma Electronic books.
ISBN 1-281-36126-7
9786611361266
0-230-60176-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910451133703321
New York, : Palgrave, 2007
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Gaming lives in the twenty-first century : literate connections / / edited by Cynthia L. Selfe and Gail E. Hawisher ; foreword by James P. Gee
Gaming lives in the twenty-first century : literate connections / / edited by Cynthia L. Selfe and Gail E. Hawisher ; foreword by James P. Gee
Edizione [1st ed. 2007.]
Pubbl/distr/stampa New York, : Palgrave, 2007
Descrizione fisica 1 online resource (XIII, 273 p.)
Disciplina 794.8
Altri autori (Persone) SelfeCynthia L. <1951->
HawisherGail E
Soggetto topico Video games - Psychological aspects
Video games - Social aspects
Computer games - Psychological aspects
Computer games - Social aspects
Learning, Psychology of
Visual literacy
ISBN 1-281-36126-7
9786611361266
0-230-60176-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Foreword / James P. Gee -- Introduction / Gail E. Hawisher and Cynthia L. Selfe -- part I: Gaming and literacy. Computer gaming as literacy / Cynthia L.Selfe, Anne F. Mareck, and Josh Gardiner -- Transcultural literacies of gaming / Iswari P. Pandey, Laxman Pandey, and Angish Shreshtha -- Lost (and found) in translation : game localization, cultural models, and critical literacy / Erin Smith and Eve Deitsch -- Gaming, identity, and literacy / Daniel Keller with Paul Ardis, Vivienne Dunstan, Adam Thornton, Rachel Henry, and Brent Witty -- Interchapter I: What some girls say about gaming -- part II: The social dimensions of gaming. Narrative, action, and learning : the stories of Myst / Debra Journet -- Gaming, agency, and imagination : locating gaming within a larger constellation of literacies / Deanna McGaughey-Summers and Russell Summers -- Relationship gaming and identity : Stephanie and Josh / JoAnn Griffin -- Dungeons, dragons, and discretion : a gateway to gaming, technology, and literacy / Stephanie Owen Fleischer, Susan A. Wright, and Matthew L. Barnes -- Interchapter II: What some 20-something players say about gaming -- part III: Gaming and difference. "A real effect on the gameplay" : computer gaming, sexuality, and literacy / Jonathan Alexander with Mack McCoy and Carlos Velez -- Taking flight : learning differences meet gaming literacies / Matthew Bunce, Marjorie Hebert, and J. Christopher Collins -- Racing toward representation : an understanding of racial representation in video games / Samantha Blackmon with Daniel J. Terrell -- Portrait of a gray gamer : a maco-self reading the big picture / John E. Branscum with Frank Quickert -- Gender matters : literacy, learning, and gaming in one American family / Pamela Takayoshi -- Interchapter III: What early gamers say about gaming -- Afterword : the return of the player / Dmitri Williams.
Record Nr. UNINA-9910812122503321
New York, : Palgrave, 2007
Materiale a stampa
Lo trovi qui: Univ. Federico II
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