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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
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  
Cham : , : Springer International Publishing : , : Imprint : Palgrave Macmillan, , 2023
Materiale a stampa
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  
Cham : , : Springer International Publishing : , : Imprint : Palgrave Macmillan, , 2023
Materiale a stampa
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  
Cham : , : Springer Nature Switzerland : , : Imprint : Palgrave Macmillan, , 2025
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
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  
Cham : , : Springer Nature Switzerland : , : Imprint : Palgrave Macmillan, , 2024
Materiale a stampa
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
Materiale a stampa
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  
Cham : , : Springer International Publishing : , : Imprint : Palgrave Macmillan, , 2023
Materiale a stampa
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  
Cham : , : Springer Nature Switzerland : , : Imprint : Palgrave Macmillan, , 2024
Materiale a stampa
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
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
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  
Cham : , : Springer Nature Switzerland : , : Imprint : Palgrave Macmillan, , 2024
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
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
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui

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