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] | ||
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Lo trovi qui: Univ. Federico II | ||
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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] | ||
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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 |
Autore | Claudia Voelcker-Rehage |
Pubbl/distr/stampa | Frontiers Media SA, 2018 |
Descrizione fisica | 1 electronic resource (646 p.) |
Collana | Frontiers Research Topics |
Soggetto non controllato |
ERPs
fMRI working memory combined interventions aging physical exercise cognitive training neuroplasticity neurofeedback video games |
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 | ||
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Lo trovi qui: Univ. Federico II | ||
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Contemporary Nostalgia |
Autore | Salmose Niklas |
Pubbl/distr/stampa | MDPI - Multidisciplinary Digital Publishing Institute, 2019 |
Descrizione fisica | 1 electronic resource (194 p.) |
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 | 3-03921-557-4 |
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 | ||
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Lo trovi qui: Univ. Federico II | ||
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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 electronic resource (198 p.) |
Soggetto topico | Information technology industries |
Soggetto non controllato |
gamification
active methodologies secondary education evaluation rubric evaluation criteria Thomas W. Malone game design Sebastian Deterding Nick Pelling learning by doing serious games game design human computer-interaction HCI education entrepreneurship education FLIGBY Flow positive psychology higher education MOOC fun social networks virtual learning communities video games collaborative learning education teacher attitudes primary education technology ICT Likert scale game elements online learning MOOCs empirical studies systematic literature review university serious video games game-based learning professors video games design knowledge skills training digital technologies automated learning serious game usability game engagement virtual reality rubric capability approach capacity building enabling tools mental images motivation |
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 | ||
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Lo trovi qui: Univ. Federico II | ||
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Gaming and the arts of storytelling / / special issue editor, Darshana Jayemanne |
Pubbl/distr/stampa | MDPI - Multidisciplinary Digital Publishing Institute, 2019 |
Descrizione fisica | 1 electronic resource (144 p.) |
Disciplina | 794.8 |
Soggetto topico |
Video games
Storytelling - Video games |
Soggetto non controllato |
play
storytelling poetics roleplay survival horror game storytelling game narrative pornography empathy games games ludonarrative dissonance Larry McMurtry digital games AAA mapping ludology fantasy fifth look choice poetics film musicals literary adaptation choices video games politics gender interactive storytelling FPS narrative games Gamergate transmedia remediation narrative theory psychology the uncanny shared vocabulary complicity ability Haraway videogames Twin Peaks Deadly Premonition Alien gaming defamiliarization ludonarrative Walter Benjamin narratology carnivalesque Bakhtin player goals interactive digital narrative game fiction cyborg |
ISBN | 3-03921-232-X |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910346670903321 |
MDPI - Multidisciplinary Digital Publishing Institute, 2019 | ||
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Lo trovi qui: Univ. Federico II | ||
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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 electronic resource (614 p.) |
Soggetto topico |
Humanities
Social interaction |
Soggetto non controllato |
smartphone use
parental management scale validation attention deficit hyperactivity disorder (ADHD) smartphone addiction social media/messenger apps Internet addiction Internet use disorder smartphone use disorder internet gaming disorder stress resilience escape depression internet addiction PI EA self-identity social exclusion surveillance Facebook addiction online gambling self-exclusion responsible gambling comparative study poker public health model Internet game advertising accessibility environmental factors e-gambling e-gambling prevalence forms of e-gambling problem e-gambling problematic smartphone use pro-gamers Child Behavior Check List resting-state functional magnetic resonance imaging problematic pornography use internet pornography use problematic pornography consumption scale problematic pornography use scale the short internet addiction test adapted to online sexual activities problematic Internet use non-medical use of prescription drugs depressive symptoms adolescents anxiety mental well-being population-based study parental monitoring problematic mobile phone use escape motivation shyness cluster analysis video game video game addiction personality comorbidity Internet Gaming Disorder gaming disorder gaming addiction behavioral addiction Internet Gaming Disorder Scale-Short Form adolescent internet use excessive internet use family factors parenting styles gaming social media behavior addiction sleep quality psychological distress problematic use addiction psychopathology suicide suicide attempts intervention case management adolescence marketing unhook gamification social-networks-use disorder social media use social networking sites protective competences self-regulation social needs solution-focused group counseling college students scientific production bibliometric analysis scientific mapping internet Web of Science phone BMI percentile food addiction emotional eating impulsivity emotion regulation compulsive buying addictive shopping online shopping dissociation problematic usage of pornography manifesto problematic usage of the internet COST action network behavioural addiction research generalized Internet addiction online gaming addiction online gambling addiction Europe policy option prevention public health confirmatory factor analysis Malay version medical student validation study smartphones self-perceived addiction ROC analysis cutoff point SPAI–Spain video games mixed methods research stakeholder engagement consensus development social networking body self-esteem personality traits fsQCA models problematic phone use pain dry eye quality of life recovery prognosis cohort college student distraction randomized controlled trial social media addiction autonomy need dissatisfaction boredom proneness mobile phone gaming multiple mediation university student MPPUSA internet addiction test university students Peruvian sample psychometric properties pathological Internet use Internet gaming disorder social networking site addiction problem drinking alcohol adolescent Internet problematic use Internet use-related addiction problems technologies education health treatment COVID-19 |
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 | ||
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Lo trovi qui: Univ. Federico II | ||
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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 | ||
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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 |
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 | ||
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Lo trovi qui: Univ. Federico II | ||
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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 | ||
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Lo trovi qui: Univ. Federico II | ||
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