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Titlebook: Computer Games and New Media Cultures; A Handbook of Digita Johannes Fromme,Alexander Unger Book 2012 Springer Science+Business Media B.V.

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書目名稱Computer Games and New Media Cultures
副標(biāo)題A Handbook of Digita
編輯Johannes Fromme,Alexander Unger
視頻videohttp://file.papertrans.cn/234/233552/233552.mp4
概述One of the few interdisciplinary handbooks of Digital Game Studies.Strong focus on social, cultural and educational dimensions.Including papers from a number of renowned international researchers (e.g
圖書封面Titlebook: Computer Games and New Media Cultures; A Handbook of Digita Johannes Fromme,Alexander Unger Book 2012 Springer Science+Business Media B.V.
描述.Digital gaming is today a significant economic phenomenon as well as being an intrinsic part of a convergent media culture in postmodern societies. Its ubiquity, as well as the sheer volume of hours young people spend gaming, should make it ripe for urgent academic enquiry, yet the subject was a research backwater until the turn of the millennium. Even today, as tens of millions of young people spend their waking hours manipulating avatars and gaming characters on computer screens, the subject is still treated with scepticism in some academic circles. This handbook aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conferences and publications..As an overview of the current state of research into digital gaming, the 42 papers included in this handbook focus on the social and cultural relevance of gaming. In doing so, they provide an alternative perspective to one-dimensional studies of gaming, whose agendas do not include cultural factors. The contributions, which range from theoretical approaches to empirical studies, cover various topics including analyses of games themselves, the player-game interaction, a
出版日期Book 2012
關(guān)鍵詞World of Warcraft; computer games; digital game studies; digital games; game analysis; game and player cu
版次1
doihttps://doi.org/10.1007/978-94-007-2777-9
isbn_softcover978-94-007-9301-9
isbn_ebook978-94-007-2777-9
copyrightSpringer Science+Business Media B.V. 2012
The information of publication is updating

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Matthias Pilz,Anja Schl?glmann,Uma Gengaiahenres is still underestimated within current game studies. This chapter argues that interface analysis can contribute to the methods of game analysis, especially with regard to a future methodology of digital hermeneutics. With the term “digital hermeneutics,” I want to stress the necessity for new
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Ismail Hussein Amzat,Nena P. Valdezans of special discourse is essential to constitute their dimension of meaning. In this view, the analysis of knowledge within the game is a breakdown of its manner of presentation, its course of action, and its implementation in the media. The chapter presents how in current construction and manage
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Joseph Wu,Hoi Yan Cheung,Raymond M. C. Chanise has been particularly good at soliciting such interest and making its own capital from the lure of sexual transgression. But despite the lurid copy, there has, in fact, been very little explicit sex in video games. This chapter analyses why this is the case. The first half of this chapter maps t
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Ruzlan Md-Ali,Arsaythamby Veloolusion of physical spaces in our work on game environments. Not only was this physical condition always part of the game world, it becomes evermore important in modern game and media design as new technologies allow new interaction design. Touching on a number of examples, the argument bridges the i
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