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The Art of Dying : 21st Century Depictions of Death and Dying / / edited by Gareth Richard Schott
The Art of Dying : 21st Century Depictions of Death and Dying / / edited by Gareth Richard Schott
Autore Schott Gareth Richard
Edizione [1st ed. 2023.]
Pubbl/distr/stampa Cham : , : Springer International Publishing : , : Imprint : Palgrave Macmillan, , 2023
Descrizione fisica 1 online resource (209 pages)
Disciplina 306.9
Soggetto topico Culture—Study and teaching
Popular Culture
Digital media
Games
Comedy
Motion pictures
Television broadcasting
Visual Culture
Digital and New Media
Games Studies
Comedy Studies
Film and Television Studies
ISBN 3-031-35217-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Chapter 1 – Expressions of Grief: Creative Processing and Reflections -- Chapter 2 - The ‘Creative’ Grief of Heart of a Dog and Dick Johnson Is Dead -- Chapter 3 - Mediated Suicide in 13 Reasons Why: An Argument for Caution in Television Portrayals of Suicide -- Chapter 4 - Absent Presence: Exploiting the Temporal Flexibility of Graphic Memoir -- Chapter 5 -Retain or Delete? Intentions for Social Network Accounts After Death -- Chapter 6 - “Okay? No, not okay:” Does Romance Deliver a Good Death for Terminally Ill Young People? -- Chapter 7 - Death Is Not the End (of the Game): So, What Is It? -- Chapter 8 - The Live Reality of Death: Representations of Dying and the Dead in Documentary Theatre -- Chapter 9 - How Soon Is Too Soon? Death as Comedy.
Record Nr. UNINA-9910736982103321
Schott Gareth Richard  
Cham : , : Springer International Publishing : , : Imprint : Palgrave Macmillan, , 2023
Materiale a stampa
Lo trovi qui: Univ. Federico II
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The Child in Videogames : From the Meek, to the Mighty, to the Monstrous / / by Emma Reay
The Child in Videogames : From the Meek, to the Mighty, to the Monstrous / / by Emma Reay
Autore Reay Emma
Edizione [1st ed. 2024.]
Pubbl/distr/stampa Cham : , : Springer Nature Switzerland : , : Imprint : Palgrave Macmillan, , 2024
Descrizione fisica 1 online resource (229 pages) : illustrations
Disciplina 794.8
Soggetto topico Games
Popular Culture
Children's literature
Youth - Social life and customs
Digital media
Games Studies
Children's Literature
Youth Culture
Digital and New Media
ISBN 9783031423710
9783031423703
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Chapter 1: Dreaming the Myth Onwards -- Chapter 2: A Survey of Child-Characters in Contemporary Videogames -- Chapter 3: The Child as a Social Construct -- Chapter 4: Child Killers and Killer Children -- Chapter 5: Child Heroes -- Chapter 6: Plushies, Dollies, and Action Figurines -- Chapter 7: The Kid in the Fridge.
Record Nr. UNINA-9910760290403321
Reay Emma  
Cham : , : Springer Nature Switzerland : , : Imprint : Palgrave Macmillan, , 2024
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
The Chinese Video Game Industry / / edited by Feng Chen, Ken S. McAllister, Judd Ethan Ruggill
The Chinese Video Game Industry / / edited by Feng Chen, Ken S. McAllister, Judd Ethan Ruggill
Edizione [1st ed. 2024.]
Pubbl/distr/stampa Cham : , : Springer International Publishing : , : Imprint : Palgrave Macmillan, , 2024
Descrizione fisica 1 online resource (296 pages)
Disciplina 623.805
Collana Palgrave Games in Context
Soggetto topico Games
Popular Culture
Ethnology - Asia
Culture
Games Studies
Asian Culture
ISBN 3-031-41504-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto 1. Introduction -- Part I: HISTORY -- 2. “The History of the Twentieth-Century Chinese Game Industry: The Practice of Domestic Games as Evidence” (Jian Deng, PhD, postdoc researcher, Peking University) -- 3. “From Game Addiction to Game Culture: The Panorama of Chinese Video Game Research” (Jing Sun, PhD, Director of Game Research Center at Perfect World) -- Part II: ECONOMICS, INDUSTRIAL ORGANIZATION, AND POLICY -- 4. “Exploring Cultural Policy and Gaming Entrepreneurship in Shanghai: An Entrepreneurial Ecosystem Perspective” (Gejun Huang, PhD, assistant prof, Soochow University) -- 5. “Online Streaming and Digital Distribution Platforms: The Introduction of Western Games to Chinese Markets” (Mateusz Felczak, PhD, SWPS University of Social Sciences and Humanities) -- 6. “Japanese Game Company Strategies for Entering China: Comparative Case Studies from 1989 to 2019” (Akinori Nakamura, PhD, professor, Ritsumeikan University) -- Part III: PLAYER STUDIES -- 7. “Competitive, Emotional, and Social: The In-Game Purchase Mechanism and Player Motivations in Onmyoji” (Shule Cao, PhD, associate professor,Tsinghua University, and Xinyi Xu, MA student, University College of London) -- 8. “Real Emotions in Virtual Play: The Impact of Honor of Kings on Players’ Attitudes toward and Cognition of Historical Figures” (Wei He, PhD, associate professor and Yue Li, MA student, Beijing Normal University) -- Part IV: CULTURE -- 9. “Fan Empowerment and the Voice of the Production Sectors: A Discourse Analysis of the Contemporary Gaming Culture in China” (Boris L. F. Pun, PhD, postdoc fellow, Chinese University of Hong Kong) -- 10. “Women’s Esports in Hong Kong” (Hanna Wirman, PhD, associate professor, IT University of Copenhagen, and Rhys Jones, PhD, research associate, Hong Kong Polytechnic University) -- 11. “The Rise of Senior Gamers in the Greater China Region: A Text-Mining Analysis of Digital Game Industry Discourses” (Kenneth C. C. Yang, PhD, professor, University of Texas at El Paso, and Yowei Kang, PhD, assistant professor, National Taiwan Ocean University).
Record Nr. UNINA-9910799480403321
Cham : , : Springer International Publishing : , : Imprint : Palgrave Macmillan, , 2024
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
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
ISBN 3-031-37634-X
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
Disability and Video Games : Practices of En-/Disabling Modes of Digital Gaming / / edited by Markus Spöhrer, Beate Ochsner
Disability and Video Games : Practices of En-/Disabling Modes of Digital Gaming / / edited by Markus Spöhrer, Beate Ochsner
Edizione [1st ed. 2024.]
Pubbl/distr/stampa Cham : , : Springer International Publishing : , : Imprint : Palgrave Macmillan, , 2024
Descrizione fisica 1 online resource (365 pages)
Disciplina 790.196
Collana Palgrave Games in Context
Soggetto topico Games
Popular Culture
People with disabilities - Education
Digital media
Games Studies
Education and Disability
Digital and New Media
ISBN 9783031343742
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto 1.Dis-/Ability, Accessibility and Video Games: Chapters in the Context of a Research Overview._ Part I En-/Disabling Interfaces: History and Present._ 2 Game Interfaces as Disabling Infrastructures -- 3 Who Can Play? Rethinking Video Game Controllers and Accessibility -- 4 A History of Disability and Voice-Enabled Gaming from the 1970s to Intelligent Personal Assistants -- 5 Playing with the Eyes. A Media History of Eye Tracking -- 6 Interview with Mark Barlet (AbleGamers) -- Part II Problematic Aprioris and Ableist Ideologies: (De) Constructing Dis/Ability -- 7 Dis/Enabled Playing: Ableist Ideologies and Abledness Consolidation in Video Games’ Mechanics and Infrastructures -- 8 The Mediality of Dis/Ability: Producing ‘Disability’ and ‘Ability’ in the Realm of Digital Games -- 9 Intersections Between Gaming and Dis/Abilities (Roundtable) -- Part III Accessibility: Guidelines, Practice and Legal Issues -- 10 Accessibility by Numbers: A Critical Review of Game Accessibility Guidelines._ 11 Providing Access -- 12 Interview with Sandra Uhling: “Against Homogenization and on Becoming Aware and More Sensitive Towards Human Diversity” -- .
Record Nr. UNINA-9910770273003321
Cham : , : Springer International Publishing : , : Imprint : Palgrave Macmillan, , 2024
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Game + Design Education : Proceedings of PUDCAD 2020 / / edited by Özge Cordan, Demet Arslan Dinçay, Çağıl Yurdakul Toker, Elif Belkıs Öksüz, Sena Semizoğlu
Game + Design Education : Proceedings of PUDCAD 2020 / / edited by Özge Cordan, Demet Arslan Dinçay, Çağıl Yurdakul Toker, Elif Belkıs Öksüz, Sena Semizoğlu
Edizione [1st ed. 2021.]
Pubbl/distr/stampa Cham : , : Springer International Publishing : , : Imprint : Springer, , 2021
Descrizione fisica 1 online resource (409 pages)
Disciplina 620.00420285
Collana Springer Series in Design and Innovation
Soggetto topico Continuing education
Technological innovations
Games
Industrial design
Lifelong Learning
Innovation and Technology Management
Games Studies
Industrial Design
ISBN 3-030-65060-X
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Universal Design and Education -- Universal Design and User Experience -- Games for Change -- Game Design Experiment -- Virtual Reality Experiment -- Playful Experience Design -- Playful Spaces and Interfaces -- Gamification and E-Learning in Design.
Record Nr. UNINA-9910495252903321
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2021
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Modes of Esports Engagement in Overwatch / / edited by Maria Ruotsalainen, Maria Törhönen, Veli-Matti Karhulahti
Modes of Esports Engagement in Overwatch / / edited by Maria Ruotsalainen, Maria Törhönen, Veli-Matti Karhulahti
Autore Ruotsalainen Maria
Edizione [1st ed. 2022.]
Pubbl/distr/stampa Cham, : Springer Nature, 2022
Descrizione fisica 1 online resource (XVII, 229 p. 31 illus.)
Disciplina 306.487
794.8
Soggetto topico Games
Popular Culture
Games Studies
Soggetto non controllato Game culture
Game studies
Overwatch
Game development
Digital culture
Digital media
esports
Open Access
ISBN 3-030-82767-4
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto 1. Introduction; Maria Ruotsalainen, Maria Törhönen & Veli-Matti Karhulahti -- 2. Two Overwatch Player Profiles; Jukka Vahlo & Veli-Matti Karhulahti -- 3. One Tricks, Hero Picks, and Player Politics: Highlighting the Casual-Competitive Divide in the Overwatch Forums; Courtney Blamey -- 4. The Player’s Interpretative Agency and the Developer’s Disruptive Powers: How Blizzard Entertainment Enforces Authorial Intention in Overwatch; Joleen Blom -- 5. Player Reception of Change and Stability in Character Mechanics; Tanja Välisalo & Maria Ruotsalainen -- 6. “KKona Where’s Your Sense of Patriotism?” - Positioning Nationality in the Spectatorship of Competitive Overwatch Play; Marko Siitonen & Maria Ruotsalainen -- 7. A Region of Contenders: Overwatch in Brazil; Mayara Caetano -- 8. Gender and Toxic Meritocracy in Competitive Overwatch: Case “Ellie”; Usva Friman & Maria Ruotsalainen -- 9. Overwatch Fandom and the Range of Corporate Responses; Hanna Wirman & Rhys Jones -- 10. Overwatch to Oversnatch: The Mutually Reinforcing Gendered Power Relations of Pornography, Streaming, and Esports; Thomas Apperley -- 11. The Talk of the Town: Community Perspectives on Loot Boxes; Joseph Macey & Mila Bujić.
Record Nr. UNINA-9910552740103321
Ruotsalainen Maria  
Cham, : Springer Nature, 2022
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Software Engineering for Games in Serious Contexts [[electronic resource] ] : Theories, Methods, Tools, and Experiences / / edited by Kendra M. L. Cooper, Antonio Bucchiarone
Software Engineering for Games in Serious Contexts [[electronic resource] ] : Theories, Methods, Tools, and Experiences / / edited by Kendra M. L. Cooper, Antonio Bucchiarone
Autore Cooper Kendra M. L
Edizione [1st ed. 2023.]
Pubbl/distr/stampa Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023
Descrizione fisica 1 online resource (307 pages)
Disciplina 794.83
Altri autori (Persone) BucchiaroneAntonio
Soggetto topico Software engineering
Application software
Games
Software Engineering
Computer and Information Systems Applications
Games Studies
ISBN 3-031-33338-1
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto - 1. Introduction to Software Engineering for Games in Serious Contexts -- Part I Topics on the Design, Maintenance, Adaptation, and Evaluation of Gameful Systems -- 2. User Experience Evaluation Methods for Games in Serious Contexts -- 3. Software Engineering for Dynamic Game Adaptation in Educational Games -- 4. Performance on Software Architecture Design to Serious Games for Mobile Devices -- 5. ENTRUST: Co-design and Validation of a Serious Game for Assessing Clinical Decision-Making and Readiness for Entrustment -- 6. Engineering Adaptive Serious Games Using Machine Learning -- Part II Topics on Experiences with Gameful Systems -- 7. Future Directions in Games for Serious Contexts: A Conversation About Transferability -- 8. Code-Venture: A Mobile Serious Game for Introductory Programming -- 9. Using Active Learning to Teach Software Engineering in Game Design Courses -- 10. A Framework for the Gamification of GUI Testing -- 11. Applying Leaderboards for Quality Improvement in Software Development Projects -- 12. Designing a Serious Game for Cybersecurity Education -- 13. Grand Challenges in Software Engineering for Games in Serious Contexts.
Record Nr. UNISA-996550553603316
Cooper Kendra M. L  
Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
Software Engineering for Games in Serious Contexts : Theories, Methods, Tools, and Experiences / / edited by Kendra M. L. Cooper, Antonio Bucchiarone
Software Engineering for Games in Serious Contexts : Theories, Methods, Tools, and Experiences / / edited by Kendra M. L. Cooper, Antonio Bucchiarone
Autore Cooper Kendra M. L
Edizione [1st ed. 2023.]
Pubbl/distr/stampa Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023
Descrizione fisica 1 online resource (307 pages)
Disciplina 794.83
Altri autori (Persone) BucchiaroneAntonio
Soggetto topico Software engineering
Application software
Games
Software Engineering
Computer and Information Systems Applications
Games Studies
ISBN 3-031-33338-1
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto - 1. Introduction to Software Engineering for Games in Serious Contexts -- Part I Topics on the Design, Maintenance, Adaptation, and Evaluation of Gameful Systems -- 2. User Experience Evaluation Methods for Games in Serious Contexts -- 3. Software Engineering for Dynamic Game Adaptation in Educational Games -- 4. Performance on Software Architecture Design to Serious Games for Mobile Devices -- 5. ENTRUST: Co-design and Validation of a Serious Game for Assessing Clinical Decision-Making and Readiness for Entrustment -- 6. Engineering Adaptive Serious Games Using Machine Learning -- Part II Topics on Experiences with Gameful Systems -- 7. Future Directions in Games for Serious Contexts: A Conversation About Transferability -- 8. Code-Venture: A Mobile Serious Game for Introductory Programming -- 9. Using Active Learning to Teach Software Engineering in Game Design Courses -- 10. A Framework for the Gamification of GUI Testing -- 11. Applying Leaderboards for Quality Improvement in Software Development Projects -- 12. Designing a Serious Game for Cybersecurity Education -- 13. Grand Challenges in Software Engineering for Games in Serious Contexts.
Record Nr. UNINA-9910746299503321
Cooper Kendra M. L  
Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Unity, Ambiguity, and Flexibility in Theme Music for Game Shows : A Winning Combination / / by Christopher Gage
Unity, Ambiguity, and Flexibility in Theme Music for Game Shows : A Winning Combination / / by Christopher Gage
Autore Gage Christopher
Edizione [1st ed. 2024.]
Pubbl/distr/stampa Cham : , : Springer Nature Switzerland : , : Imprint : Palgrave Macmillan, , 2024
Descrizione fisica 1 online resource (103 pages)
Disciplina 741.436579
Soggetto topico Music theory
Television broadcasting
Games
Theory of Music
Television Studies
Games Studies
ISBN 9783031468063
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Chapter 1: Introduction -- Chapter 2: Creating Unity Through Thematic Repetition and Saturation -- Chapter 3: Creating Ambiguity through Metrical, Formal, and Harmonic Disruptions -- Chapter 4: Bonus Round: Nostalgia and the Reboot -- Chapter 5: Conclusion.
Record Nr. UNINA-9910855392203321
Gage Christopher  
Cham : , : Springer Nature Switzerland : , : Imprint : Palgrave Macmillan, , 2024
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui