派博傳思國際中心

標題: Titlebook: Gaming Globally; Production, Play, an Nina B. Huntemann (associate professor of media st Book 2013 Nina B. Huntemann and Ben Aslinger 2013 [打印本頁]

作者: 信賴    時間: 2025-3-21 18:53
書目名稱Gaming Globally影響因子(影響力)




書目名稱Gaming Globally影響因子(影響力)學科排名




書目名稱Gaming Globally網絡公開度




書目名稱Gaming Globally網絡公開度學科排名




書目名稱Gaming Globally被引頻次




書目名稱Gaming Globally被引頻次學科排名




書目名稱Gaming Globally年度引用




書目名稱Gaming Globally年度引用學科排名




書目名稱Gaming Globally讀者反饋




書目名稱Gaming Globally讀者反饋學科排名





作者: 磨坊    時間: 2025-3-21 20:26

作者: SHOCK    時間: 2025-3-22 02:09

作者: 接觸    時間: 2025-3-22 05:44
Redefining the Console for the Global, Networked Eran Valley and the greater Boston area that were the beneficiaries of massive amounts of Cold War defense spending that stemmed from US foreign policy imperatives and buttressed the military-industrial-entertainment complex. As a complex creative industry, games emerged as a transnational hybrid of pr
作者: Mediocre    時間: 2025-3-22 09:17
Brazil: Tomorrow’s Marketer and supermodels. In many areas, Brazil is evolving financially and socially, but the gaming industry still lacks the maturity and development of other major countries like the United States and Japan. There are approximately 35 million active players in the Brazilian gaming community (Takahashi 2
作者: GEAR    時間: 2025-3-22 14:24

作者: GEAR    時間: 2025-3-22 17:23
Crafting a Path into Gaming Cultureer and consumer have become blurred in recent years, multiple paths to engagement with these media have emerged, and crossovers between digital games and other media (television, film, comics, and the Internet) have flourished. In this chapter, I explore the ways these changes in global gaming cultu
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作者: 極少    時間: 2025-3-23 14:52
Indiana Jones Fights the Communist Police: Local Appropriation of the Text Adventure Genre in the 19tudy, are in English, which has become the lingua franca of both game studies and a large portion of the game industry. At first glance, it is unsurprising: video games seem to be an eminent example of cultural globalization. This contributes to the illusion that digital games are a homogenous pheno
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作者: Albumin    時間: 2025-3-24 05:30
Game Censorship and Regulation in the United Statescourts have consistently held that video games are protected free speech under the US Constitution. However, these legal protections have not curtailed public debate about games or attempts to limit games’ content. To date, regulatory measures at the state and local level have been the topic of two
作者: Throttle    時間: 2025-3-24 07:43
Vincent Di Marino,Hubert Lepidiw years ago, so much so that some Brazilian companies were still making games for those consoles. Piracy is also very high in the region because it is difficult to find original games at an accessible price.
作者: Fester    時間: 2025-3-24 14:40
Anatomical Basis of Cranial Neurosurgerylogical sophistication, and the availability of domestic and foreign media. In the lab, the accessibility and variety of these individual stories have helped researchers and students to think beyond any assumed monolithic history of games, identifying richness, disconnects, and commonalities across decades, countries, and platforms.
作者: SENT    時間: 2025-3-24 17:43

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作者: floodgate    時間: 2025-3-25 00:39

作者: Capitulate    時間: 2025-3-25 05:40
Video Game Development in Argentinaw years ago, so much so that some Brazilian companies were still making games for those consoles. Piracy is also very high in the region because it is difficult to find original games at an accessible price.
作者: 農學    時間: 2025-3-25 08:50
Heterogeneity in Game Historieslogical sophistication, and the availability of domestic and foreign media. In the lab, the accessibility and variety of these individual stories have helped researchers and students to think beyond any assumed monolithic history of games, identifying richness, disconnects, and commonalities across decades, countries, and platforms.
作者: fringe    時間: 2025-3-25 13:43

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作者: alabaster    時間: 2025-3-25 21:01
Equip Shield: The Role of Semipermeable Cultural Isolation in the History of Games and Comicsy themed real-time strategy title. Its continuation nearly a decade later by Swedish publisher Paradox Interactive was facilitated by a technologically driven and fundamental change in the marketplace that frames the body of this chapter.
作者: commute    時間: 2025-3-26 00:59
2945-7459 ally examined by game studies - including the former Czechoslovakia, Turkey, India, and Brazil - and also add new perspectives to the global hubs of China, Singapore, Australia, Japan, and the United States.978-1-349-43501-2978-1-137-00633-2Series ISSN 2945-7459 Series E-ISSN 2945-7467
作者: 一夫一妻制    時間: 2025-3-26 06:53
Revision Total Shoulder Arthroplasty,her major countries like the United States and Japan. There are approximately 35 million active players in the Brazilian gaming community (Takahashi 2011), and as this number continues to grow, developers must cultivate a broader and more sophisticated presence both locally and in international markets.
作者: 嘴唇可修剪    時間: 2025-3-26 11:38
B. Bloch,F. Pinkus,W. Spaltehol?0s. Beam would go on to release games for the Nintendo Entertainment System specifically for the Australian market, including a cricket game and the first Australian Rules Football game, complete with heavily digitized voice clips.
作者: 音樂學者    時間: 2025-3-26 12:48
https://doi.org/10.1007/978-3-642-91151-4d public debate about games or attempts to limit games’ content. To date, regulatory measures at the state and local level have been the topic of two landmark US Supreme Court cases, and national concern about violent and sexual content in video games led to the implementation of a voluntary industry-managed ratings system in 1994.
作者: FECK    時間: 2025-3-26 19:15
Definition of anatomical features,nality and questions of the effects of video game playing on children to discussions of video games as a part of daily life. Video game products were becoming mainstream, adapting a variety of functions and incorporating an increasingly sophisticated aesthetic that was designed to appeal to a broad audience.
作者: zonules    時間: 2025-3-26 23:19
Who Plays, Who Pays? Mapping Video Game Production and Consumption Globallynality and questions of the effects of video game playing on children to discussions of video games as a part of daily life. Video game products were becoming mainstream, adapting a variety of functions and incorporating an increasingly sophisticated aesthetic that was designed to appeal to a broad audience.
作者: 搖晃    時間: 2025-3-27 03:13
Die Konsequenzen für die Zukunftlution of game technologies, platforms, and delivery systems has allowed games to become more diverse. Developers are creating more local, niche, and individualized experiences, players are finding their way to games from far away places, and industries and governments are jockeying for position in a fast-growing market.
作者: fringe    時間: 2025-3-27 06:54
https://doi.org/10.1007/978-3-642-51961-1ization studies (Friedman 2006), or news coverage (Emery 2010; Sathe 2010). What does video game culture in India look like, however? How do you say gamer in Hindi? How do you say it in Urdu, for that matter, in Gujarati, in Marathi, or in Punjabi?
作者: infarct    時間: 2025-3-27 10:47
Introductionlution of game technologies, platforms, and delivery systems has allowed games to become more diverse. Developers are creating more local, niche, and individualized experiences, players are finding their way to games from far away places, and industries and governments are jockeying for position in a fast-growing market.
作者: Magnitude    時間: 2025-3-27 14:35

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作者: Libido    時間: 2025-3-28 03:44
Game Censorship and Regulation in the United Statesd public debate about games or attempts to limit games’ content. To date, regulatory measures at the state and local level have been the topic of two landmark US Supreme Court cases, and national concern about violent and sexual content in video games led to the implementation of a voluntary industry-managed ratings system in 1994.
作者: JUST    時間: 2025-3-28 08:02
978-1-349-43501-2Nina B. Huntemann and Ben Aslinger 2013
作者: PAEAN    時間: 2025-3-28 11:12
Gaming Globally978-1-137-00633-2Series ISSN 2945-7459 Series E-ISSN 2945-7467
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作者: 放縱    時間: 2025-3-29 00:02

作者: CHASE    時間: 2025-3-29 04:44

作者: NEG    時間: 2025-3-29 09:53
Revision Total Shoulder Arthroplasty,er and supermodels. In many areas, Brazil is evolving financially and socially, but the gaming industry still lacks the maturity and development of other major countries like the United States and Japan. There are approximately 35 million active players in the Brazilian gaming community (Takahashi 2
作者: 詞根詞綴法    時間: 2025-3-29 13:16
Vincent Di Marino,Hubert Lepidiifferences within regions can be vast. It is a developing region, which means that many people still do not have access to essential things like water or food, and education is inconsistent. The percentage of people that have access to a computer with Internet is very low; and fewer still have acces
作者: 音樂戲劇    時間: 2025-3-29 16:51
Marius-Nicu?or Grigore,Constantin Tomaer and consumer have become blurred in recent years, multiple paths to engagement with these media have emerged, and crossovers between digital games and other media (television, film, comics, and the Internet) have flourished. In this chapter, I explore the ways these changes in global gaming cultu
作者: 放逐    時間: 2025-3-29 20:39

作者: 使糾纏    時間: 2025-3-30 01:54
Wolfgang Seeger,Hans-Rudolf Eggertgaming. Boundaries between hard-core and casual gaming are blurred, boundaries between private and public places are confused, and boundaries between play spaces and nonplay spaces are fused. Games demonstrate that place is a space that is not only geographic and physical but also evokes cartographi
作者: 生命    時間: 2025-3-30 08:01

作者: 鞭打    時間: 2025-3-30 12:15

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作者: 凹室    時間: 2025-3-30 16:53
https://doi.org/10.1007/978-3-642-51961-1ve 2000), are unlikely to be part of one’s imaginings. These two games, however, shared an almost canonic status on the campus I stayed for three months of fall 2010. In India, game production is a marginal but growing cultural industry, projected to be worth US$830 million by 2012 (PTI 2010). Resea




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