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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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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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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Disability Identity in Simulation Narratives / / by Anelise Haukaas
| Disability Identity in Simulation Narratives / / by Anelise Haukaas |
| Autore | Haukaas Anelise |
| Edizione | [1st ed. 2024.] |
| Pubbl/distr/stampa | Cham : , : Springer Nature Switzerland : , : Imprint : Palgrave Macmillan, , 2024 |
| Descrizione fisica | 1 online resource (xiii, 189 pages) : forms |
| Disciplina | 809.05 |
| Collana | Literary Disability Studies |
| Soggetto topico |
Literature, Modern - 20th century
Literature, Modern - 21st century Performing arts Theater Games People with disabilities - Education Contemporary Literature Theatre and Performance Arts Games Studies Education and Disability |
| ISBN |
9783031444821
3031444825 9783031444814 3031444817 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto | 1. Introduction Other Worlds, Other Selves: Moving Beyond Escapism -- 2. ‘Everyone’s a Composite’: Rethinking Three of Cyberpunk’s Overlooked Women Writers as Posthumanists -- 3. The Performing Wiggin Siblings: Reading Ender’s Game through Disability Theory -- 4. The Threat of Silence in Mark Alpert’s Dystopian Simulation -- From Memes to Comics: Virtual Embodiment in Visual Rhetoric -- 5. The Player and the Avatar: Performing as Other -- 6. Learning Through Play: An Inclusive Pedagogy for the 21st Century -- 7. Conclusion The Augmented Self: Rethinking Virtual Simulation and Disability. |
| Record Nr. | UNINA-9910770251003321 |
Haukaas Anelise
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| Cham : , : Springer Nature Switzerland : , : Imprint : Palgrave Macmillan, , 2024 | ||
| Lo trovi qui: Univ. Federico II | ||
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Esports in the Asia-Pacific : Ecosystem, Communities, and Identities / / edited by Filippo Gilardi, Paul Martin
| Esports in the Asia-Pacific : Ecosystem, Communities, and Identities / / edited by Filippo Gilardi, Paul Martin |
| Edizione | [1st ed. 2023.] |
| Pubbl/distr/stampa | Singapore : , : Springer Nature Singapore : , : Imprint : Palgrave Macmillan, , 2023 |
| Descrizione fisica | 1 online resource (278 pages) |
| Disciplina | 794.8 |
| Collana | Palgrave Series in Asia and Pacific Studies |
| Soggetto topico |
Games
Video games - Programming Digital media Business Asia Games Studies Game Development Digital and New Media Asian Business |
| ISBN |
9789819937967
9819937965 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto | Chapter 1. Introduction (Filippo Gilardi and Paul Martin) -- Part I. Esports development: institutions, industries, and players -- Chapter 2. Top-Down versus Bottom-Up: Esports Tensions in Australia and Singapore (Dr Mark R Johnson, Dr James Patrick Williams) -- Chapter 3. Power Play – Regulatory Frameworks of Esports in Asia and Europe (Tanja Sihvonen, Peichi Chung, Veli-Matti Karhulahti) -- Chapter 4. The Neutrality of Esports Federations through the Comparative Analysis of the Japanese and Swiss Examples (Tsubasa Shinohara) -- Chapter 5. In the wake of digital games: A glance at the emergence of esports in Vietnam (Dr Phan Quang Anh) -- Chapter 6. The role of the government in the growth of esports industry in Vietnam. (Dr Florian Lefebvre, Dr Pham Vu Thang) -- Part II. Progamers and marketing agents: cultural and professional challenges -- Chapter 7. Regional Flows of Labour in Esports: Political, Cultural and Professional Challenges (Yelin Zhao, Hao Luo) -- Chapter 8. ESports Dreamings : Pro-gamers and game players in South Korea (Eunkyoung Choi) -- Chapter 9. Friend or Foe? Consumer stewards as marketing agents in e-sports (Yan Han Wang, Hélène de Burgh-Woodman, Dr Keri Spooner) -- Part III. Esports audiences: platforms, marginalisation, and homophobia -- Chapter 10. The Role of Mobile Devices in Malaysian esports (Dr Kyle Moore) -- Chapter 11. Constructing an authentic esports spectator through fans’ performances of Australianness (Dr David Cumming) -- Chapter 12. Homophobia in Competitive Online Gaming (Angelo James F. Esperanzate) -- Chapter 13. Conclusion (Dr Filippo Gilardi and Dr Paul Martin). |
| Record Nr. | UNINA-9910754093103321 |
| Singapore : , : Springer Nature Singapore : , : Imprint : Palgrave Macmillan, , 2023 | ||
| Lo trovi qui: Univ. Federico II | ||
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