The Resource Playing with virtuality : theories and methods of computer game studies, Benjamin Bigl, Sebastian Stoppe, (Eds.)

Playing with virtuality : theories and methods of computer game studies, Benjamin Bigl, Sebastian Stoppe, (Eds.)

Label
Playing with virtuality : theories and methods of computer game studies
Title
Playing with virtuality
Title remainder
theories and methods of computer game studies
Statement of responsibility
Benjamin Bigl, Sebastian Stoppe, (Eds.)
Contributor
Subject
Language
eng
Summary
Computer games have fascinated millions of users for more than 30 years. Today, they constitute the strongest sector in the media-entertainment industry and are part of the experience of digital daily life. Computer Game Studies require a deep understanding of functional and communicational mechanisms of games that support the player's immersion in virtual worlds. Unfortunately, the discussion and the academic research about usage and effects of computer games mostly takes place isolated within different scientific contexts with various theoretical and methodological approaches. Therefore, thi
Member of
Cataloging source
IDEBK
Dewey number
794.8/1
Illustrations
illustrations
Index
no index present
LC call number
GV1469.15
LC item number
.P55 2013eb
Literary form
non fiction
Nature of contents
  • dictionaries
  • bibliography
Series statement
Medienrausch - Schriftenreihe des Zentrums für Wissenschaft und Forschung
Series volume
5
Label
Playing with virtuality : theories and methods of computer game studies, Benjamin Bigl, Sebastian Stoppe, (Eds.)
Publication
Copyright
Antecedent source
unknown
Bibliography note
Includes bibliographical references (pages 412-414)
http://library.link/vocab/branchCode
  • net
Carrier category
online resource
Carrier category code
cr
Carrier MARC source
rdacarrier
Color
multicolored
Content category
text
Content type code
txt
Content type MARC source
rdacontent
Contents
  • Cover; Preface; Contents; Introduction; CHAPTER 1: GAME THEORIES; FLORIAN KIEFER: Involvierung über Involvierungsbrüche. Eine Strukturanalyse zur Beschreibung des Involvierungspotenzials von Call of Duty 4. Modern Warfare; MATTHIAS STORK: The spectacle of the interface: post-cinematic aesthetics in action computer games and films; ANTONIO JOSÉ PLANELLS DE LA MAZA: Sorry, but our princess is in another castle! Towards a theory of video games as ludofictional worlds; RAFAEL BIENIA: Das Computer-Rollenspiel-Genre
  • ANNE METTE THORHAUGE: Intended and negotiated gameplay: the interpretive power of the playerDANNY PANNICKE, RÜDIGER ZARNEKOW: Post-Adoption virtueller Welten; CLAUS WOHLGEMUTH: A qualitative study on immersion in videogames: avatar-identification as a factor influencing immersion; CHAPTER 3: GAMES SPACES; JANINA MARIC: Gaming at the e-sport event: Mediatized confrontations (re)negotiating sport, body and media; ARNE SCHRÖDER: Playing with the avatar: World of Warcraft avatars as play things; DAVID GAUSE, VOLKER GEHRAU: The effect of real world-cues on the use of online football manager games
  • CHAPTER 4: GAMES AND IDENTITYPASCALINE LORENTZ: Video-ludological socialization; GABRIELA T. RICHARD: Gender and gameplay: research and future directions; JUAN F. BELMONTE: Identity through free choice? The frontiers of sexuality and gender in computer games; CHAPTER 5: LEARNING WITH GAMES; MATTHEW BARR: Computer games and learning: the current state of play; FELIX KRONENBERG: Computer games as agentive and immersive spaces for language learners; MIRIAN CHECA, ANA BELÉN GARCÍA VARELA, NATALIA MONJELAT, DAVID HERRERO, HÉCTOR DEL CASTILLO: Participatory culture and skills for new media learning
  • MICHAEL FILSECKER, MICHAEL KERRES: Designing and studying educational games: Limitations of current design and research approaches in game-based learningCHAPTER 6: GAMES AS CHALLENGE FOR SOCIETY; JASPER A. FRIEDRICH: Computerspiele und Medienethik. Zur Systematik des Forschungsfeldes; THOMAS-GABRIEL RÜDIGER: Gamecrime und Metacrime -- Kriminogene Aspekte virtueller Welten; Contributors
  • STEFAN HÖLTGEN: Game Circuits. Platform Studies und Medienarchäologie als Methoden zur Erforschung von ComputerspielenLETÍCIA PERANI: Playing for serious reasons: brief notes on the influence of games in early HCI history; CHAPTER 2: METHODS; GARETH SCHOTT, JASPER VAN VUGHT, RAPHAËL MARCZAK: Not knowing: locating player experience between ideal and active play; BENJAMIN BIGL: If the game goes on. Perceived transfer effects from virtual game worlds into everyday life; SEBASTIAN KOCH: Is there a blind spot? An empirical study on the awareness for violence in videogames
Control code
ocn860923191
Dimensions
unknown
Extent
1 online resource (423 pages)
File format
unknown
Form of item
online
Isbn
9783653027648
Level of compression
unknown
Media category
computer
Media MARC source
rdamedia
Media type code
c
Other physical details
illustrations
Quality assurance targets
not applicable
http://library.link/vocab/recordID
.b30443647
Reformatting quality
unknown
Sound
unknown sound
Specific material designation
remote
System control number
  • (OCoLC)860923191
  • pebcs1299992056

Library Locations

    • Deakin University Library - Geelong Waurn Ponds CampusBorrow it
      75 Pigdons Road, Waurn Ponds, Victoria, 3216, AU
      -38.195656 144.304955
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