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 Popular Culture Digital and New Media Games Studies Comedy Studies Film and Television Studies |
| ISBN |
9783031352171
3031352173 |
| 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
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| Cham : , : Springer International Publishing : , : Imprint : Palgrave Macmillan, , 2023 | ||
| Lo trovi qui: Univ. Federico II | ||
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Artgames after GamerGate / / by Rob Gallagher
| Artgames after GamerGate / / by Rob Gallagher |
| Autore | Gallagher A. Robert |
| Edizione | [1st ed. 2025.] |
| Pubbl/distr/stampa | Cham : , : Springer Nature Switzerland : , : Imprint : Palgrave Macmillan, , 2025 |
| Descrizione fisica | 1 online resource (332 pages) |
| Disciplina | 794.8 |
| Collana | Palgrave Games in Context |
| Soggetto topico |
Games
Gender identity in mass media Popular culture Art, Modern - 21st century Games Studies Media and Gender Popular Culture Contemporary Art |
| ISBN | 3-032-04435-9 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Record Nr. | UNINA-9911040921003321 |
Gallagher A. Robert
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| Cham : , : Springer Nature Switzerland : , : Imprint : Palgrave Macmillan, , 2025 | ||
| Lo trovi qui: Univ. Federico II | ||
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BioWare's Mass Effect / / by Jerome Winter
| BioWare's Mass Effect / / by Jerome Winter |
| Autore | Winter Jerome |
| Edizione | [1st ed. 2023.] |
| Pubbl/distr/stampa | Cham : , : Springer International Publishing : , : Imprint : Palgrave Macmillan, , 2023 |
| Descrizione fisica | 1 online resource (99 pages) : illustrations |
| Disciplina |
793.932
794.8 |
| Collana | Palgrave Science Fiction and Fantasy: A New Canon |
| Soggetto topico |
Games
Popular culture Games Studies Popular Culture |
| ISBN |
9783031188763
9783031188756 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto | 1. Introduction -- 2. “I Don’t Know What to Do with Grey”: Ludic Gameplay and Narrative Agency -- 3. “There is No War, There is Only Harvest”: Diplomatic Realpolitik and Combat Gameplay in Mass Effect -- 4. Embracing Eternity: FemShep, Queer Romance, and Diversity -- 5. “Science Fun Today”: Mass Effect and Rethinking SF’s Pedagogical Approach to Exoplanetary and Astrobiological Science -- 6. Conclusion. |
| Record Nr. | UNINA-9910632487403321 |
Winter Jerome
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| Cham : , : Springer International Publishing : , : Imprint : Palgrave Macmillan, , 2023 | ||
| Lo trovi qui: Univ. Federico II | ||
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Boyhood in the Digital Age / / by Laura Scholes, Garth Stahl, Sarah Mcdonald
| Boyhood in the Digital Age / / by Laura Scholes, Garth Stahl, Sarah Mcdonald |
| Autore | Scholes Laura |
| Edizione | [1st ed. 2025.] |
| Pubbl/distr/stampa | Cham : , : Springer Nature Switzerland : , : Imprint : Palgrave Macmillan, , 2025 |
| Descrizione fisica | 1 online resource (215 pages) |
| Disciplina | 302.2308351 |
| Collana | Education Series |
| Soggetto topico |
Educational technology
Sociology Social groups Sex Education Children Digital media Games Digital Education and Educational Technology Sociology of Family, Youth and Aging Gender Studies Childhood Education Digital and New Media Games Studies |
| ISBN | 3-032-03144-3 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto | Chapter 1: Boyhood in the Digital Age -- Chapter 2: Boyhood, Learning, and Literacies in the Digital Age -- Chapter 3: Boyhood and Social Media -- Chapter 4: Boyhood and Video Games -- Chapter 5: Boyhood, Cyberbullying, and Harassment -- Chapter 6: Boyhood and Mental Health Literacy in a Digital Age -- Chapter 7: Boyhood, Sexuality, and Relationships in the Digital Age -- Chapter 8: Conclusion: Navigating Masculinity in Digital Landscapes. |
| Record Nr. | UNINA-9911040915003321 |
Scholes Laura
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| Cham : , : Springer Nature Switzerland : , : Imprint : Palgrave Macmillan, , 2025 | ||
| Lo trovi qui: Univ. Federico II | ||
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The Call of the Eco-Weird in Fiction, Films, and Games / / edited by Brian Hisao Onishi, Nathan M. Bell
| The Call of the Eco-Weird in Fiction, Films, and Games / / edited by Brian Hisao Onishi, Nathan M. Bell |
| Autore | Onishi Brian Hisao |
| Edizione | [1st ed. 2025.] |
| Pubbl/distr/stampa | Cham : , : Springer Nature Switzerland : , : Imprint : Palgrave Macmillan, , 2025 |
| Descrizione fisica | 1 online resource (281 pages) |
| Disciplina | 113 |
| Altri autori (Persone) | BellNathan M |
| Soggetto topico |
Philosophy of nature
Phenomenology Ecocriticism Fiction Motion pictures Television broadcasting Games Philosophy of Nature Fiction Literature Film and Television Studies Games Studies |
| ISBN |
9783031771262
9783031771255 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto | Chapter 1: Introduction -- Chapter 2: Fungal Fictions: New Weird Materialism and Mycelial Biohorror -- Chapter 3: Departing the Place Once Familiar: Lovecraft’s Eco-Weird Thought -- Chapter 4: The Weird as Crisis Genre: Tipping Points, Ontological Reorientation, and the Desert Tide in Algernon Blackwood’s “Sand” (1912) -- Chapter 5: Weird Ecology and the Deconstruction of the Globe -- Chapter 6: Hermeneutics and the Eco-Weird -- Chapter 7: (Eco)-Weirding Folk Horror in Alex Garland’s Men -- Chapter 8: Staying with the Weird: Apophatic Wonder and Cosmographic Exploration in Eco-Weird Games -- Chapter 9: Tabletop Eco-Weird: Gameplay Experience and Ecological Ethics -- Chapter 10: Forms and Themes of the Eco-Weird: Experimentation and Play in a Warming World. |
| Record Nr. | UNINA-9910984693603321 |
Onishi Brian Hisao
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| Cham : , : Springer Nature Switzerland : , : Imprint : Palgrave Macmillan, , 2025 | ||
| 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 Popular Culture 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
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| Cham : , : Springer Nature Switzerland : , : Imprint : Palgrave Macmillan, , 2024 | ||
| Lo trovi qui: Univ. Federico II | ||
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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 Popular Culture Asian Culture |
| ISBN |
9783031415043
3031415043 |
| 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 | ||
| Lo trovi qui: Univ. Federico II | ||
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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
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| Cham : , : Springer International Publishing : , : Imprint : Palgrave Macmillan, , 2023 | ||
| Lo trovi qui: Univ. Federico II | ||
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Cryptogaming : Blockchain and the Financialization of Videogames / / by Ben Egliston
| Cryptogaming : Blockchain and the Financialization of Videogames / / by Ben Egliston |
| Autore | Egliston Ben |
| Edizione | [1st ed. 2024.] |
| Pubbl/distr/stampa | Cham : , : Springer Nature Switzerland : , : Imprint : Palgrave Macmillan, , 2024 |
| Descrizione fisica | 1 online resource (93 pages) |
| Disciplina | 306.487 |
| Collana | Palgrave Games in Context |
| Soggetto topico |
Games
Digital media Games Studies Digital and New Media |
| ISBN |
9783031734465
3031734467 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto | 1. Playing with Money -- 2. Speculation -- 3. Assetization -- 4. Arbitrage -- 5. Futures. |
| Record Nr. | UNINA-9910980481803321 |
Egliston Ben
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| Cham : , : Springer Nature Switzerland : , : Imprint : Palgrave Macmillan, , 2024 | ||
| Lo trovi qui: Univ. Federico II | ||
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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 Popular Culture 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 | ||
| Lo trovi qui: Univ. Federico II | ||
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