The art of failure [[electronic resource] ] : an essay on the pain of playing video games / / Jesper Juul |
Autore | Juul Jesper <1970-> |
Pubbl/distr/stampa | Cambridge, Mass., : MIT Press, c2013 |
Descrizione fisica | xiii, 157 p |
Disciplina | 794.8 |
Collana | Playful thinking |
Soggetto topico |
Video games - Psychological aspects
Video games - Philosophy Failure (Psychology) |
Soggetto genere / forma | Electronic books. |
ISBN |
1-299-22071-1
0-262-31312-X |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Introduction: the paradox of failure -- The paradox of failure and the paradox of tragedy -- The feeling of failure -- Designing failure -- Fictional failure -- The art of failure. |
Record Nr. | UNINA-9910465485103321 |
Juul Jesper <1970->
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Cambridge, Mass., : MIT Press, c2013 | ||
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Lo trovi qui: Univ. Federico II | ||
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The art of failure [[electronic resource] ] : an essay on the pain of playing video games / / Jesper Juul |
Autore | Juul Jesper <1970-> |
Pubbl/distr/stampa | Cambridge, Mass., : MIT Press, c2013 |
Descrizione fisica | xiii, 157 p |
Disciplina | 794.8 |
Collana | Playful thinking |
Soggetto topico |
Video games - Psychological aspects
Video games - Philosophy Failure (Psychology) |
ISBN |
0-262-31313-8
1-299-22071-1 0-262-31312-X |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Introduction: the paradox of failure -- The paradox of failure and the paradox of tragedy -- The feeling of failure -- Designing failure -- Fictional failure -- The art of failure. |
Record Nr. | UNINA-9910792079203321 |
Juul Jesper <1970->
![]() |
||
Cambridge, Mass., : MIT Press, c2013 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
|
The art of failure [[electronic resource] ] : an essay on the pain of playing video games / / Jesper Juul |
Autore | Juul Jesper <1970-> |
Pubbl/distr/stampa | Cambridge, Mass., : MIT Press, c2013 |
Descrizione fisica | xiii, 157 p |
Disciplina | 794.8 |
Collana | Playful thinking |
Soggetto topico |
Video games - Psychological aspects
Video games - Philosophy Failure (Psychology) |
ISBN |
0-262-31313-8
1-299-22071-1 0-262-31312-X |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Introduction: the paradox of failure -- The paradox of failure and the paradox of tragedy -- The feeling of failure -- Designing failure -- Fictional failure -- The art of failure. |
Record Nr. | UNINA-9910812613203321 |
Juul Jesper <1970->
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Cambridge, Mass., : MIT Press, c2013 | ||
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Lo trovi qui: Univ. Federico II | ||
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A casual revolution [[electronic resource] ] : reinventing video games and their players / / Jesper Juul |
Autore | Juul Jesper <1970-> |
Pubbl/distr/stampa | Cambridge, MA, : MIT Press, 2009 |
Descrizione fisica | viii, 252 pages : illustrations |
Disciplina | 794.8 |
Soggetto topico |
Video games - Psychological aspects
Video gamers - Psychology |
Soggetto genere / forma | Electronic books. |
ISBN |
0-262-28580-0
1-282-69458-8 9786612694585 0-262-25896-X |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910458294103321 |
Juul Jesper <1970->
![]() |
||
Cambridge, MA, : MIT Press, 2009 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
|
A casual revolution [[electronic resource] ] : reinventing video games and their players / / Jesper Juul |
Autore | Juul Jesper <1970-> |
Pubbl/distr/stampa | Cambridge, MA, : MIT Press, 2009 |
Descrizione fisica | viii, 252 pages : illustrations |
Disciplina | 794.8 |
Soggetto topico |
Video games - Psychological aspects
Video gamers - Psychology |
ISBN |
0-262-28580-0
1-282-69458-8 9786612694585 0-262-25896-X |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910791291003321 |
Juul Jesper <1970->
![]() |
||
Cambridge, MA, : MIT Press, 2009 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
|
A casual revolution [[electronic resource] ] : reinventing video games and their players / / Jesper Juul |
Autore | Juul Jesper <1970-> |
Pubbl/distr/stampa | Cambridge, MA, : MIT Press, 2009 |
Descrizione fisica | viii, 252 pages : illustrations |
Disciplina | 794.8 |
Soggetto topico |
Video games - Psychological aspects
Video gamers - Psychology |
ISBN |
0-262-28580-0
1-282-69458-8 9786612694585 0-262-25896-X |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910814906203321 |
Juul Jesper <1970->
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||
Cambridge, MA, : MIT Press, 2009 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
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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 |
Video games - Social aspects
Video games - Psychological aspects |
ISBN |
3-8428-1674-X
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-9910789524703321 |
Schmitt Christian
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Hamburg, : Diplomica Verlag, 2011 | ||
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Lo trovi qui: Univ. Federico II | ||
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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 |
Video games - Social aspects
Video games - Psychological aspects |
ISBN |
3-8428-1674-X
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-9910814948003321 |
Schmitt Christian
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Hamburg, : Diplomica Verlag, 2011 | ||
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Lo trovi qui: Univ. Federico II | ||
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Digital games [[electronic resource] ] : a context for cognitive development / / Fran C. Blumberg, Shalom M. Fisch, editors |
Pubbl/distr/stampa | San Francisco, : Jossey-Bass, 2013 |
Descrizione fisica | 1 online resource (98 p.) |
Disciplina |
155.4130285
371.39 |
Altri autori (Persone) |
BlumbergFran C
FischShalom M |
Collana | New directions for child and adolescent development |
Soggetto topico |
Developmental psychology
Video games - Psychological aspects Cognition in adolescence Cognition in children |
Soggetto genere / forma | Electronic books. |
ISBN |
1-118-64827-7
1-299-40255-0 1-118-64801-3 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Title page; Copyright page; Contents; 1: Introduction: Digital Games as a Context for Cognitive Development, Learning, and Developmental Research; Digital Games Are an Integral Part of Children's Environments; Digital Games Contribute to Learning and Development; Developmental Research Can Inform the Design of Better Educational Games; Games as a Window into Applied Cognitive Development; Overview of the Volume; 2: The Challenge of Audience Reception: A Developmental Model for Educational Game Engagement; Media Reception Processes; Developmental Factors.; Game Play Motivations.
Game/Genre Attributes. Discussion; 3: Engagement States and Learning from Educational Games; Engagement and Learning; Engagement and Scholastic Achievement; Engagement with Educational Games; 4: Applying Developmental Theory and Research to the Creation of Educational Games; Introduction; Child Development and Interface Design; The Mouse.; Alternative Input Devices.; Child Development and Game Features; Leveling and Hints/Clues.; Motivation.; Conclusion; 5: The Impact of Recreational Video Game Play on Children's and Adolescents' Cognition Cognitive Skills Acquired During Recreational Video Game Play Children's and Adolescents' Conceptions of Video Game Play; Conclusions; 6: Electronic Gaming and the Obesity Crisis; Food and Beverage Marketing to Children; Food Preferences and Mobile Apps; Movement, or the Lack Thereof, and Media Exposure; Conclusions; 7: Cross-Platform Learning: On the Nature of Children's Learning from Multiple Media Platforms; Empirical Research; Benefits for Comprehension and Learning; Matching Content to the Most Appropriate Medium.; Multiple Points of Entry.; Repetition and Reinforcement. Transfer of Learning as a Mechanism for Cross-Platform Learning Limitations of Cross-Platform Learning; Conclusion; 8: Games for Learning: Vast Wasteland or a Digital Promise?; Cross-Cutting Issues; Next Steps: Building the Potential of Digital Games for Change; The Literacy Crisis.; The Engagement Crisis.; The STEM and College Graduation Crises.; Cooperative Learning.; Development of 21st-Century Skills.; Index |
Record Nr. | UNINA-9910452636803321 |
San Francisco, : Jossey-Bass, 2013 | ||
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Lo trovi qui: Univ. Federico II | ||
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Digital games [[electronic resource] ] : a context for cognitive development / / Fran C. Blumberg, Shalom M. Fisch, editors |
Edizione | [1st ed.] |
Pubbl/distr/stampa | San Francisco, : Jossey-Bass, 2013 |
Descrizione fisica | 1 online resource (98 p.) |
Disciplina |
155.4130285
371.39 |
Altri autori (Persone) |
BlumbergFran C
FischShalom M |
Collana | New directions for child and adolescent development |
Soggetto topico |
Developmental psychology
Video games - Psychological aspects Cognition in adolescence Cognition in children |
ISBN |
1-118-64827-7
1-299-40255-0 1-118-64801-3 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Title page; Copyright page; Contents; 1: Introduction: Digital Games as a Context for Cognitive Development, Learning, and Developmental Research; Digital Games Are an Integral Part of Children's Environments; Digital Games Contribute to Learning and Development; Developmental Research Can Inform the Design of Better Educational Games; Games as a Window into Applied Cognitive Development; Overview of the Volume; 2: The Challenge of Audience Reception: A Developmental Model for Educational Game Engagement; Media Reception Processes; Developmental Factors.; Game Play Motivations.
Game/Genre Attributes. Discussion; 3: Engagement States and Learning from Educational Games; Engagement and Learning; Engagement and Scholastic Achievement; Engagement with Educational Games; 4: Applying Developmental Theory and Research to the Creation of Educational Games; Introduction; Child Development and Interface Design; The Mouse.; Alternative Input Devices.; Child Development and Game Features; Leveling and Hints/Clues.; Motivation.; Conclusion; 5: The Impact of Recreational Video Game Play on Children's and Adolescents' Cognition Cognitive Skills Acquired During Recreational Video Game Play Children's and Adolescents' Conceptions of Video Game Play; Conclusions; 6: Electronic Gaming and the Obesity Crisis; Food and Beverage Marketing to Children; Food Preferences and Mobile Apps; Movement, or the Lack Thereof, and Media Exposure; Conclusions; 7: Cross-Platform Learning: On the Nature of Children's Learning from Multiple Media Platforms; Empirical Research; Benefits for Comprehension and Learning; Matching Content to the Most Appropriate Medium.; Multiple Points of Entry.; Repetition and Reinforcement. Transfer of Learning as a Mechanism for Cross-Platform Learning Limitations of Cross-Platform Learning; Conclusion; 8: Games for Learning: Vast Wasteland or a Digital Promise?; Cross-Cutting Issues; Next Steps: Building the Potential of Digital Games for Change; The Literacy Crisis.; The Engagement Crisis.; The STEM and College Graduation Crises.; Cooperative Learning.; Development of 21st-Century Skills.; Index |
Record Nr. | UNINA-9910779408003321 |
San Francisco, : Jossey-Bass, 2013 | ||
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Lo trovi qui: Univ. Federico II | ||
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