Archaeogaming : an introduction to archaeology in and of video games / / Andrew Reinhard
| Archaeogaming : an introduction to archaeology in and of video games / / Andrew Reinhard |
| Autore | Reinhard Andrew |
| Pubbl/distr/stampa | New York ; ; Oxford : , : Berghahn Books, , [2018] |
| Descrizione fisica | 1 online resource (236 pages) |
| Disciplina | 930.10285 |
| Soggetto topico |
Virtual reality in archaeology
Imaging systems in archaeology Video games - Technological innovations Archaeology - Computer simulation |
| Soggetto non controllato |
Archaeologists
Digital Heritage Material Culture archaeogaming archaeology digital archaeology digital artifacts gaming studies gaming media studies video games |
| ISBN | 1-78533-874-9 |
| Classificazione | NF 1129 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto | Real-world archaeogaming -- Playing as archaeologists -- Video games as archaeological sites -- Material culture of the immaterial. |
| Record Nr. | UNINA-9910796820403321 |
Reinhard Andrew
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| New York ; ; Oxford : , : Berghahn Books, , [2018] | ||
| Lo trovi qui: Univ. Federico II | ||
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Archaeogaming : an introduction to archaeology in and of video games / / Andrew Reinhard
| Archaeogaming : an introduction to archaeology in and of video games / / Andrew Reinhard |
| Autore | Reinhard Andrew |
| Pubbl/distr/stampa | New York ; ; Oxford : , : Berghahn Books, , [2018] |
| Descrizione fisica | 1 online resource (236 pages) |
| Disciplina | 930.10285 |
| Soggetto topico |
Virtual reality in archaeology
Imaging systems in archaeology Video games - Technological innovations Archaeology - Computer simulation |
| Soggetto non controllato |
Archaeologists
Digital Heritage Material Culture archaeogaming archaeology digital archaeology digital artifacts gaming studies gaming media studies video games |
| ISBN | 1-78533-874-9 |
| Classificazione | NF 1129 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto | Real-world archaeogaming -- Playing as archaeologists -- Video games as archaeological sites -- Material culture of the immaterial. |
| Record Nr. | UNINA-9910816457403321 |
Reinhard Andrew
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| New York ; ; Oxford : , : Berghahn Books, , [2018] | ||
| Lo trovi qui: Univ. Federico II | ||
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Cognitive and Brain Plasticity Induced by Physical Exercise, Cognitive Training, Video Games and Combined Interventions
| Cognitive and Brain Plasticity Induced by Physical Exercise, Cognitive Training, Video Games and Combined Interventions |
| Autore | Claudia Voelcker-Rehage |
| Pubbl/distr/stampa | Frontiers Media SA, 2018 |
| Descrizione fisica | 1 online resource (646 p.) |
| Collana | Frontiers Research Topics |
| Soggetto topico | Neurosciences |
| Soggetto non controllato |
aging
cognitive training combined interventions ERPs fMRI neurofeedback neuroplasticity physical exercise video games working memory |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Record Nr. | UNINA-9910346740403321 |
Claudia Voelcker-Rehage
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| Frontiers Media SA, 2018 | ||
| Lo trovi qui: Univ. Federico II | ||
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Contemporary Nostalgia / Niklas Salmose
| Contemporary Nostalgia / Niklas Salmose |
| Autore | Salmose Niklas |
| Pubbl/distr/stampa | MDPI - Multidisciplinary Digital Publishing Institute, 2019 |
| Descrizione fisica | 1 electronic resource (194 p.) |
| Soggetto topico |
Films, cinema
Television |
| Soggetto non controllato |
illustrations
tropic reinvention simulation émigré writers motherhood nostalgic spaces imagery Naumann contemporary nostalgia grotesque displacement intermediality nostalgic experience F. Scott Fitzgerald Second World War North Africa Campaign post-communism railways ostalgia Partition fiction retro aesthetics India Hollywood Nubia restorative nostalgia narrative modes Ian McEwan Lars Gustafsson post-Yugoslav music Rickardsson cosmopolitanism idealisation nostalgic dystopias heritage cinema advertisements partition responsibility "The Rich Boy" heterotopia childhood myths spatial production nostalgic narrative popular literature refugees commodification of feelings and memories modernism ethics first-person narrative transnational adoption Finland-Swedish literature imperial nostalgia Red Book Magazine American literature Atonement modernity disembodied territoriality expatriation the concept of love independent style narrative mediation F.R. Gruger nation-state southern gothic video games Czech history historical recreation memory Egypt media autobiography Richard Ford collective memory Czech film normalisation Pakistan Niklas Salmose reflective nostalgia text-image relations Foucault poetry nostalgia Yugonostalgia nostalgic strategies metanostalgia lost ideal colonial nostalgia pastoral landscape territory |
| ISBN |
9783039215577
3039215574 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Record Nr. | UNINA-9910674374103321 |
Salmose Niklas
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| MDPI - Multidisciplinary Digital Publishing Institute, 2019 | ||
| Lo trovi qui: Univ. Federico II | ||
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Gamification and Advanced Technology to Enhance Motivation in Education
| Gamification and Advanced Technology to Enhance Motivation in Education |
| Autore | Llorens-Largo Faraón |
| Pubbl/distr/stampa | Basel, Switzerland, : MDPI - Multidisciplinary Digital Publishing Institute, 2020 |
| Descrizione fisica | 1 online resource (198 p.) |
| Soggetto topico | Information technology industries |
| Soggetto non controllato |
active methodologies
attitudes automated learning capability approach capacity building collaborative learning design digital technologies education empirical studies enabling tools entrepreneurship education evaluation criteria evaluation rubric FLIGBY Flow fun game game design game elements game engagement game-based learning gamification HCI education higher education human computer-interaction ICT knowledge learning by doing Likert scale mental images MOOC MOOCs motivation Nick Pelling online learning positive psychology primary education professors rubric Sebastian Deterding secondary education serious game serious games serious video games skills training social networks systematic literature review teacher technology Thomas W. Malone university usability video games video games design virtual learning communities virtual reality |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Record Nr. | UNINA-9910557601903321 |
Llorens-Largo Faraón
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| Basel, Switzerland, : MDPI - Multidisciplinary Digital Publishing Institute, 2020 | ||
| Lo trovi qui: Univ. Federico II | ||
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Internet and Smartphone Use-Related Addiction Health Problems: Treatment, Education and Research
| Internet and Smartphone Use-Related Addiction Health Problems: Treatment, Education and Research |
| Autore | Lopez-Fernandez Olatz |
| Pubbl/distr/stampa | Basel, Switzerland, : MDPI - Multidisciplinary Digital Publishing Institute, 2021 |
| Descrizione fisica | 1 online resource (614 p.) |
| Soggetto topico |
Humanities
Social interaction |
| Soggetto non controllato |
accessibility
addiction addictive shopping adolescence adolescent adolescent internet use adolescents alcohol anxiety attention deficit hyperactivity disorder (ADHD) autonomy need dissatisfaction behavior addiction behavioral addiction behavioural addiction research bibliometric analysis BMI percentile body self-esteem boredom proneness case management Child Behavior Check List cluster analysis cohort college student college students comorbidity comparative study compulsive buying confirmatory factor analysis consensus development COST action network COVID-19 cutoff point depression depressive symptoms dissociation distraction dry eye e-gambling e-gambling prevalence EA education emotion regulation emotional eating environmental factors escape escape motivation Europe excessive internet use Facebook addiction family factors food addiction forms of e-gambling fsQCA models gamification gaming gaming addiction gaming disorder generalized Internet addiction health impulsivity internet internet addiction Internet addiction internet addiction test Internet game advertising internet gaming disorder Internet gaming disorder Internet Gaming Disorder Internet Gaming Disorder Scale-Short Form internet pornography use Internet problematic use Internet use disorder Internet use-related addiction problems intervention Malay version manifesto marketing medical student mental well-being mixed methods research mobile phone gaming MPPUSA multiple mediation non-medical use of prescription drugs online gambling online gambling addiction online gaming addiction online shopping pain parental management parental monitoring parenting styles pathological Internet use personality personality traits Peruvian sample phone PI poker policy option population-based study prevention pro-gamers problem drinking problem e-gambling problematic Internet use problematic mobile phone use problematic phone use problematic pornography consumption scale problematic pornography use problematic pornography use scale problematic smartphone use problematic usage of pornography problematic usage of the internet problematic use prognosis protective competences psychological distress psychometric properties psychopathology public health public health model quality of life randomized controlled trial recovery resilience responsible gambling resting-state functional magnetic resonance imaging ROC analysis scale validation scientific mapping scientific production self-exclusion self-identity self-perceived addiction self-regulation shyness sleep quality smartphone addiction smartphone use smartphone use disorder smartphones social exclusion social media social media addiction social media use social media/messenger apps social needs social networking social networking site addiction social networking sites social-networks-use disorder solution-focused group counseling SPAI-Spain stakeholder engagement stress suicide suicide attempts surveillance technologies the short internet addiction test adapted to online sexual activities treatment unhook university student university students validation study video game video game addiction video games Web of Science |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Altri titoli varianti | Internet and Smartphone Use-Related Addiction Health Problems |
| Record Nr. | UNINA-9910557562103321 |
Lopez-Fernandez Olatz
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| Basel, Switzerland, : MDPI - Multidisciplinary Digital Publishing Institute, 2021 | ||
| Lo trovi qui: Univ. Federico II | ||
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Limits of horror [[electronic resource] ] : technology, bodies, Gothic / / Fred Botting
| Limits of horror [[electronic resource] ] : technology, bodies, Gothic / / Fred Botting |
| Autore | Botting Fred |
| Pubbl/distr/stampa | Manchester ; ; New York, : Manchester University Press, 2008 |
| Descrizione fisica | 1 online resource (241 p.) |
| Disciplina | 809.38738 |
| Soggetto topico |
Gothic revival (Literature) - History and criticism
Horror tales - History and criticism |
| Soggetto non controllato |
Gothic horror
abjection cultural production cybergothic death drive fantasmagoria sublime terror uncanny video games |
| ISBN |
1-78170-190-3
1-84779-450-5 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto | Copyright; Contents; Acknowledgements; IntroductionHorror now and then; 1. Daddy's dead; 2. Tech noir; 3. Dark bodies; 4. Beyond the Gothic principle; References; Index |
| Record Nr. | UNINA-9910791949903321 |
Botting Fred
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| Manchester ; ; New York, : Manchester University Press, 2008 | ||
| Lo trovi qui: Univ. Federico II | ||
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Millennial monsters [[electronic resource] ] : Japanese toys and the global imagination / / Anne Allison ; foreword by Gary Cross
| Millennial monsters [[electronic resource] ] : Japanese toys and the global imagination / / Anne Allison ; foreword by Gary Cross |
| Autore | Allison Anne <1950-> |
| Pubbl/distr/stampa | Berkeley, : University of California Press, c2006 |
| Descrizione fisica | 1 online resource (355 p.) |
| Disciplina | 688.7/20952 |
| Collana | Asia--local studies/global themes |
| Soggetto topico |
Toys - Japan
Games - Japan Animated films - Japan Video games - Japan Consumer goods - Japan Toy industry - Japan Toys - Japan - Marketing Philosophy, Japanese |
| Soggetto non controllato |
america
animation anime canada capitalism comic books cultural goods cultural studies global consumption global culture global imagination global marketplace globalization hong kong japan japanese culture japanese toys karaoke made in japan manga martial arts media studies millennials nonfiction popular toys postindustrial postwar japan social science sushi technoware toy industry united states video games youth products |
| ISBN |
1-282-77192-2
9786612771927 0-520-93899-2 1-60129-029-2 |
| Classificazione | 02.01 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto | Front matter -- Contents -- Illustrations -- Foreword -- Acknowledgments -- 1. Enchanted Commodities -- 2. From Ashes To Cyborgs: The Era Of Reconstruction (1945-1960) -- 3. Millennial Japan: Intimate Alienation And New Age Intimacies -- 4. Mighty Morphin Power Rangers: The First Crossover Superheroes -- 5. Fierce Flesh: Sexy Schoolgirls In The Action Fantasy Of Sailor Moon -- 6. Tamagotchi: The Prosthetics Of Presence -- 7. Pokémon: Getting Monsters And Communicating Capitalism -- 8. "Gotta Catch 'Em All": The Pokémonization Of America (And The World) -- Epilogue -- Notes -- References -- Index |
| Record Nr. | UNINA-9910783667003321 |
Allison Anne <1950->
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| Berkeley, : University of California Press, c2006 | ||
| Lo trovi qui: Univ. Federico II | ||
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The Art of Adaptation in Film and Video Games
| The Art of Adaptation in Film and Video Games |
| Autore | Thomas Christian |
| Pubbl/distr/stampa | Basel, : MDPI Books, 2022 |
| Descrizione fisica | 1 electronic resource (254 p.) |
| Soggetto topico | Film, TV & radio |
| Soggetto non controllato |
Mulan
adaptation Disney Orientalism cultural authenticity cultural palimpsest Chinese cinema science fiction The Wandering Earth patricide patrilineality nationalism media mass culture film digital games film adaptation experimental game design game design process documentation T.S. Eliot Prufrock remediation comic strip animated film split screen video poem YouTube dramatic monologue photographic montage Contagion propaganda pandemic premediation Steven Soderbergh Scott Z. Burns transit migrants empathy liminal spaces Bildungsroman modernity videogames Shakespeare Tale of a Forest biodiversity documentary ecocriticism environmental narrative forest nature photography nostalgia species video games game studies Star Wars George Lucas game reviews criticism thematic analysis Japanese video games game localization cultural adaptation localization approaches localization strategies domestication foreignization reception trauma origin psychoanalysis repetition impossibility loss representation extremity writing image failure memoir missed experience creative writing studies screenwriting video game narrative design interactive writing horror film horror video games survival horror character development sci-fi thriller genre tropes methodology |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Record Nr. | UNINA-9910595074903321 |
Thomas Christian
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| Basel, : MDPI Books, 2022 | ||
| Lo trovi qui: Univ. Federico II | ||
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Trends on Educational Gamification: Challenges and Learning Opportunities
| Trends on Educational Gamification: Challenges and Learning Opportunities |
| Autore | Piñero Charlo José Carlos |
| Pubbl/distr/stampa | Basel, : MDPI - Multidisciplinary Digital Publishing Institute, 2022 |
| Descrizione fisica | 1 online resource (218 p.) |
| Soggetto topico |
Education
History |
| Soggetto non controllato |
assessment
board game board games Brazil computational thinking curricular integration education Education for sustainability educational game emotions environmental awareness environmental engagement escape room ethnomathematics functions future teachers game-based learning gamification gamification in education gamifying learning global change higher education intercultural education interdisciplinary learning learning tool literature survey marine environment mathematical problem-solving mathematics mathematics instruction motivation n/a Portal 2 primary education publication analysis review role-playing games science learning Scratch second language instruction serious games skills development Spain steam STEAM education teacher instruction teacher predispositions teacher training teaching-learning process traditional games video games |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Altri titoli varianti | Trends on Educational Gamification |
| Record Nr. | UNINA-9910566481003321 |
Piñero Charlo José Carlos
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| Basel, : MDPI - Multidisciplinary Digital Publishing Institute, 2022 | ||
| Lo trovi qui: Univ. Federico II | ||
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