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El Factor Persuasivo en la Comunicación Audiovisual / / José Luis Hernández Olmedo
El Factor Persuasivo en la Comunicación Audiovisual / / José Luis Hernández Olmedo
Autore Olmedo José Luis Hernández
Edizione [First edition.]
Pubbl/distr/stampa Barcelona : , : Editorial UOC, , [2017]
Descrizione fisica 1 online resource (224 páginas) : ilustraciones
Disciplina 794.8
Collana Manuales Series
Soggetto topico Video games - Social aspects
Violence in video games
ISBN 84-9116-648-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione spa
Record Nr. UNINA-9910792508103321
Olmedo José Luis Hernández  
Barcelona : , : Editorial UOC, , [2017]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
El Factor Persuasivo en la Comunicación Audiovisual / / José Luis Hernández Olmedo
El Factor Persuasivo en la Comunicación Audiovisual / / José Luis Hernández Olmedo
Autore Olmedo José Luis Hernández
Edizione [First edition.]
Pubbl/distr/stampa Barcelona : , : Editorial UOC, , [2017]
Descrizione fisica 1 online resource (224 páginas) : ilustraciones
Disciplina 794.8
Collana Manuales Series
Soggetto topico Video games - Social aspects
Violence in video games
ISBN 84-9116-648-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione spa
Record Nr. UNINA-9910826853803321
Olmedo José Luis Hernández  
Barcelona : , : Editorial UOC, , [2017]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Marketing violent entertainment to children, a ... follow-up review of industry practices in the motion picture, music recording & electronic game industries, a report to Congress
Marketing violent entertainment to children, a ... follow-up review of industry practices in the motion picture, music recording & electronic game industries, a report to Congress
Pubbl/distr/stampa [Washington, D.C.], : Federal Trade Commission
Descrizione fisica volumes : digital, PDF file
Disciplina 658
Soggetto topico Children and violence - United States
Violence in mass media
Violence in video games
Violence in motion pictures
Children and violence
Soggetto genere / forma Periodicals.
ISSN 1942-8928
Formato Materiale a stampa
Livello bibliografico Periodico
Lingua di pubblicazione eng
Record Nr. UNINA-9910698309803321
[Washington, D.C.], : Federal Trade Commission
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Playful virtual violence : an ethnography of emotional practices in video games / / Christoph Bareither [[electronic resource]]
Playful virtual violence : an ethnography of emotional practices in video games / / Christoph Bareither [[electronic resource]]
Autore Bareither Christoph
Pubbl/distr/stampa Cambridge University Press, 2020
Descrizione fisica 1 online resource (65 pages) : digital, PDF file(s)
Disciplina 794.8
Collana Cambridge elements. Elements in histories of emotions and the senses
Soggetto topico Video games - Psychological aspects
Video games - Social aspects
Violence in video games
Emotions - Anthropological aspects
Soggetto non controllato history of ideas
social sciences
ISBN 1-108-87378-2
1-108-87506-8
1-108-87307-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910585953903321
Bareither Christoph  
Cambridge University Press, 2020
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Race, gender, and deviance in Xbox Live : theoretical perspectives from the virtual margins / / Kishonna L. Gray
Race, gender, and deviance in Xbox Live : theoretical perspectives from the virtual margins / / Kishonna L. Gray
Autore Gray Kishonna L.
Pubbl/distr/stampa Waltham, Mass. : , : Anderson Pub., , [2015]
Descrizione fisica 1 online resource (114 p.)
Disciplina 688.74
Collana Theoretical Criminology Series
Soggetto topico kjønnsdiskriminering
rasisme
Violence in video games
Video games - Moral and ethical aspects
Xbox video games - Social aspects
Racism in popular culture
Soggetto genere / forma Electronic books.
ISBN 1-138-14332-4
1-315-72137-6
1-317-52180-3
0-323-29625-4
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Front Cover; Race, Gender, and Deviance in Xbox Live; Copyright Page; Contents; Acknowledgments; Author Biography; Foreword: Dismantling the Master's (Virtual) House: One Avatar at a Time; Works Cited; Introduction; I.1 Xbox as a Mediated Console Multiplayer Environment; I.1.1 Features of Xbox/Xbox Live; I.2 Communication and Conflict in Xbox Live; I.3 The Marginalized as Gamer; I.3.1 "Girl Gamers"; I.3.2 Gamers of Color; I: The Games; 1 Video Games as Ideological Projects; 1.1 Race and Gender as Ideology; 1.2 Video Game Narrative; 1.2.1 Ideology and Hegemony
1.2.2 Examining Hegemonic Whiteness1.2.3 "Othering" Whiteness; 1.2.4 Hegemonic Masculinity; 1.2.5 Marginalized Masculinities; 1.3 Conclusion; 2 Racing and Gendering the Game; 2.1 The White Messiah in the Shooter; 2.2 Racialized Representations Within Other Genres; 2.3 Hegemonic Imagery in Fighting Genres; 2.4 Gendered Depictions Within Video Games; 2.5 Conclusion; II: The Gaming Space; 3 Deviant Acts: Racism and Sexism in Virtual Gaming Communities; 3.1 Deviant Behavior in Virtual Communities; 3.1.1 Types of Gamers in Virtual Communities; 3.1.2 Griefing; 3.1.3 Flaming
3.2 Online Disinhibition3.2.1 Dissociative Anonymity; 3.2.2 Asynchronicity; 3.2.3 Solipsistic Introjection; 3.2.4 Dissociative Imagination; 3.2.5 Minimization of Status and Authority; 3.3 Linguistic Profiling: The Origin of Deviance in Xbox Live; 3.4 The Process Leading to Racism; 4 Deviant Bodies: Racism, Sexism, and Intersecting Oppressions; 4.1 Deviant Bodies, Racism, and Xbox Live; 4.2 Punishing Blackness in Popular Media; 4.2.1 The Resistant Masculinity Paradigm; 4.2.2 The Self-Made Masculinity Paradigm; 4.2.3 The Black Rage Paradigm; 4.2.4 The Plantation Patriarchy Paradigm
4.3 Intersecting Identities and Intersecting Oppressions4.3.1 Black Women and Intersectionality; 4.3.2 Latina and Chicana Identity Development and Oppression; III: The Solutions; 5 Deviant Bodies Resisting Deviant Acts; 5.1 Information Communication Technology and Women Organizing Online; 5.2 Examining the Organized Efforts of Women in Xbox Live; 5.2.1 Resource Mobilization Theory; 5.2.2 Applying Habitus to Marginalized Gamers in Xbox; 5.3 Conclusion; 6 Virtual Tools in the Virtual House?; 6.1 Black Feminist Thought in the Digital Era; 6.2 Effecting Change in Xbox Live; Bibliography
Video GameographyBibliography
Record Nr. UNINA-9910453496703321
Gray Kishonna L.  
Waltham, Mass. : , : Anderson Pub., , [2015]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Race, gender, and deviance in Xbox Live : theoretical perspectives from the virtual margins / / Kishonna L. Gray
Race, gender, and deviance in Xbox Live : theoretical perspectives from the virtual margins / / Kishonna L. Gray
Autore Gray Kishonna L.
Pubbl/distr/stampa Waltham, Mass. : , : Anderson Pub., , [2015]
Descrizione fisica 1 online resource (114 p.)
Disciplina 688.74
Collana Theoretical Criminology Series
Soggetto topico kjønnsdiskriminering
rasisme
Violence in video games
Video games - Moral and ethical aspects
Xbox video games - Social aspects
Racism in popular culture
ISBN 1-317-52179-X
1-138-14332-4
1-315-72137-6
1-317-52180-3
0-323-29625-4
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Front Cover; Race, Gender, and Deviance in Xbox Live; Copyright Page; Contents; Acknowledgments; Author Biography; Foreword: Dismantling the Master's (Virtual) House: One Avatar at a Time; Works Cited; Introduction; I.1 Xbox as a Mediated Console Multiplayer Environment; I.1.1 Features of Xbox/Xbox Live; I.2 Communication and Conflict in Xbox Live; I.3 The Marginalized as Gamer; I.3.1 "Girl Gamers"; I.3.2 Gamers of Color; I: The Games; 1 Video Games as Ideological Projects; 1.1 Race and Gender as Ideology; 1.2 Video Game Narrative; 1.2.1 Ideology and Hegemony
1.2.2 Examining Hegemonic Whiteness1.2.3 "Othering" Whiteness; 1.2.4 Hegemonic Masculinity; 1.2.5 Marginalized Masculinities; 1.3 Conclusion; 2 Racing and Gendering the Game; 2.1 The White Messiah in the Shooter; 2.2 Racialized Representations Within Other Genres; 2.3 Hegemonic Imagery in Fighting Genres; 2.4 Gendered Depictions Within Video Games; 2.5 Conclusion; II: The Gaming Space; 3 Deviant Acts: Racism and Sexism in Virtual Gaming Communities; 3.1 Deviant Behavior in Virtual Communities; 3.1.1 Types of Gamers in Virtual Communities; 3.1.2 Griefing; 3.1.3 Flaming
3.2 Online Disinhibition3.2.1 Dissociative Anonymity; 3.2.2 Asynchronicity; 3.2.3 Solipsistic Introjection; 3.2.4 Dissociative Imagination; 3.2.5 Minimization of Status and Authority; 3.3 Linguistic Profiling: The Origin of Deviance in Xbox Live; 3.4 The Process Leading to Racism; 4 Deviant Bodies: Racism, Sexism, and Intersecting Oppressions; 4.1 Deviant Bodies, Racism, and Xbox Live; 4.2 Punishing Blackness in Popular Media; 4.2.1 The Resistant Masculinity Paradigm; 4.2.2 The Self-Made Masculinity Paradigm; 4.2.3 The Black Rage Paradigm; 4.2.4 The Plantation Patriarchy Paradigm
4.3 Intersecting Identities and Intersecting Oppressions4.3.1 Black Women and Intersectionality; 4.3.2 Latina and Chicana Identity Development and Oppression; III: The Solutions; 5 Deviant Bodies Resisting Deviant Acts; 5.1 Information Communication Technology and Women Organizing Online; 5.2 Examining the Organized Efforts of Women in Xbox Live; 5.2.1 Resource Mobilization Theory; 5.2.2 Applying Habitus to Marginalized Gamers in Xbox; 5.3 Conclusion; 6 Virtual Tools in the Virtual House?; 6.1 Black Feminist Thought in the Digital Era; 6.2 Effecting Change in Xbox Live; Bibliography
Video GameographyBibliography
Record Nr. UNINA-9910791066803321
Gray Kishonna L.  
Waltham, Mass. : , : Anderson Pub., , [2015]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Race, gender, and deviance in Xbox Live : theoretical perspectives from the virtual margins / / Kishonna L. Gray
Race, gender, and deviance in Xbox Live : theoretical perspectives from the virtual margins / / Kishonna L. Gray
Autore Gray Kishonna L.
Edizione [1st ed.]
Pubbl/distr/stampa Waltham, Mass. : , : Anderson Pub., , [2015]
Descrizione fisica 1 online resource (114 p.)
Disciplina 688.74
306.4870285
Collana Theoretical Criminology Series
Soggetto topico kjønnsdiskriminering
rasisme
Violence in video games
Video games - Moral and ethical aspects
Xbox video games - Social aspects
Racism in popular culture
ISBN 1-317-52179-X
1-138-14332-4
1-315-72137-6
1-317-52180-3
0-323-29625-4
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Front Cover; Race, Gender, and Deviance in Xbox Live; Copyright Page; Contents; Acknowledgments; Author Biography; Foreword: Dismantling the Master's (Virtual) House: One Avatar at a Time; Works Cited; Introduction; I.1 Xbox as a Mediated Console Multiplayer Environment; I.1.1 Features of Xbox/Xbox Live; I.2 Communication and Conflict in Xbox Live; I.3 The Marginalized as Gamer; I.3.1 "Girl Gamers"; I.3.2 Gamers of Color; I: The Games; 1 Video Games as Ideological Projects; 1.1 Race and Gender as Ideology; 1.2 Video Game Narrative; 1.2.1 Ideology and Hegemony
1.2.2 Examining Hegemonic Whiteness1.2.3 "Othering" Whiteness; 1.2.4 Hegemonic Masculinity; 1.2.5 Marginalized Masculinities; 1.3 Conclusion; 2 Racing and Gendering the Game; 2.1 The White Messiah in the Shooter; 2.2 Racialized Representations Within Other Genres; 2.3 Hegemonic Imagery in Fighting Genres; 2.4 Gendered Depictions Within Video Games; 2.5 Conclusion; II: The Gaming Space; 3 Deviant Acts: Racism and Sexism in Virtual Gaming Communities; 3.1 Deviant Behavior in Virtual Communities; 3.1.1 Types of Gamers in Virtual Communities; 3.1.2 Griefing; 3.1.3 Flaming
3.2 Online Disinhibition3.2.1 Dissociative Anonymity; 3.2.2 Asynchronicity; 3.2.3 Solipsistic Introjection; 3.2.4 Dissociative Imagination; 3.2.5 Minimization of Status and Authority; 3.3 Linguistic Profiling: The Origin of Deviance in Xbox Live; 3.4 The Process Leading to Racism; 4 Deviant Bodies: Racism, Sexism, and Intersecting Oppressions; 4.1 Deviant Bodies, Racism, and Xbox Live; 4.2 Punishing Blackness in Popular Media; 4.2.1 The Resistant Masculinity Paradigm; 4.2.2 The Self-Made Masculinity Paradigm; 4.2.3 The Black Rage Paradigm; 4.2.4 The Plantation Patriarchy Paradigm
4.3 Intersecting Identities and Intersecting Oppressions4.3.1 Black Women and Intersectionality; 4.3.2 Latina and Chicana Identity Development and Oppression; III: The Solutions; 5 Deviant Bodies Resisting Deviant Acts; 5.1 Information Communication Technology and Women Organizing Online; 5.2 Examining the Organized Efforts of Women in Xbox Live; 5.2.1 Resource Mobilization Theory; 5.2.2 Applying Habitus to Marginalized Gamers in Xbox; 5.3 Conclusion; 6 Virtual Tools in the Virtual House?; 6.1 Black Feminist Thought in the Digital Era; 6.2 Effecting Change in Xbox Live; Bibliography
Video GameographyBibliography
Record Nr. UNINA-9910819892503321
Gray Kishonna L.  
Waltham, Mass. : , : Anderson Pub., , [2015]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Video games, crime and next-gen deviance : reorienting the debate / / edited by Craig Kelly (Birmingham City University, UK), Adam Lynes and Kevin Hoffin
Video games, crime and next-gen deviance : reorienting the debate / / edited by Craig Kelly (Birmingham City University, UK), Adam Lynes and Kevin Hoffin
Autore Lynes Adam
Pubbl/distr/stampa Emerald Publishing, 2020
Descrizione fisica 1 online resource
Disciplina 794.8
Collana Emerald points
Soggetto topico Video games - Social aspects
Violence in video games
Deviant behavior
Games & Activities, Video & Mobile
Computer games, online games: strategy guides
ISBN 1-83867-449-7
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910476770303321
Lynes Adam  
Emerald Publishing, 2020
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
The virtual ninja manifesto : gamic orientalism and the digital dojo / / Chris Goto-Jones
The virtual ninja manifesto : gamic orientalism and the digital dojo / / Chris Goto-Jones
Autore Goto-Jones Christopher S.
Pubbl/distr/stampa London ; ; New York : , : Rowman & Littlefield International, , [2016]
Descrizione fisica 1 online resource (173 pages) : illustrations
Disciplina 794.8
Collana Martial arts studies
Soggetto topico Violence in video games
Video games - Psychological aspects
Video games - Social aspects
ISBN 1-78348-983-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910798649603321
Goto-Jones Christopher S.  
London ; ; New York : , : Rowman & Littlefield International, , [2016]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
The virtual ninja manifesto : gamic orientalism and the digital dojo / / Chris Goto-Jones
The virtual ninja manifesto : gamic orientalism and the digital dojo / / Chris Goto-Jones
Autore Goto-Jones Christopher S.
Pubbl/distr/stampa London ; ; New York : , : Rowman & Littlefield International, , [2016]
Descrizione fisica 1 online resource (173 pages) : illustrations
Disciplina 794.8
Collana Martial arts studies
Soggetto topico Violence in video games
Video games - Psychological aspects
Video games - Social aspects
ISBN 1-78348-983-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910811215403321
Goto-Jones Christopher S.  
London ; ; New York : , : Rowman & Littlefield International, , [2016]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui