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Titlebook: Computer Games as a Sociocultural Phenomenon; Games Without Fronti Andreas Jahn-Sudmann,Ralf Stockmann Book 2008 Palgrave Macmillan, a divi

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發(fā)表于 2025-3-21 17:13:38 | 只看該作者 |倒序?yàn)g覽 |閱讀模式
書目名稱Computer Games as a Sociocultural Phenomenon
副標(biāo)題Games Without Fronti
編輯Andreas Jahn-Sudmann,Ralf Stockmann
視頻videohttp://file.papertrans.cn/234/233553/233553.mp4
圖書封面Titlebook: Computer Games as a Sociocultural Phenomenon; Games Without Fronti Andreas Jahn-Sudmann,Ralf Stockmann Book 2008 Palgrave Macmillan, a divi
描述Internationally renowned media and literature scholars, social scientists, game designers and artists explore the cultural potential of computer games in this rich anthology, which introduces the latest approaches in the central fields of game studies and provides an extensive survey of contemporary game culture.
出版日期Book 2008
關(guān)鍵詞computer; culture; design; Game Design; game theory; identity; innovation; management; marketing; media; Onlin
版次1
doihttps://doi.org/10.1057/9780230583306
isbn_softcover978-1-349-36093-2
isbn_ebook978-0-230-58330-6
copyrightPalgrave Macmillan, a division of Macmillan Publishers Limited 2008
The information of publication is updating

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發(fā)表于 2025-3-21 21:46:56 | 只看該作者
Teacher Evaluation Around the Worldent ways. This in turn may have dramatic effects on the underlying principles of social coherence: ‘the principal effect of media technology is on social organization’ (Carey, 1988, p. 302). Ultimately, how we communicate tells about how we relate.
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發(fā)表于 2025-3-22 02:02:58 | 只看該作者
Teacher Induction and Mentorings referents. Sometimes called ‘documentary games’, these works attempt to make some tangible connection to the outside world. In doing so, new issues emerge, not only concerning the representation of real subjects, but on the appropriateness of doing so within a form commonly used for entertainment.
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發(fā)表于 2025-3-22 04:49:05 | 只看該作者
The Dependent Child (Classroom Work),e issue of how to balance abstract speculation with concrete criticism or how to identify burning topics of interest to gamers; the biggest challenge we faced, as academics, was how to reduce our arguments to 800 words per month without oversimplifying.
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The Aesthetic Vocabulary of Video Gamesent ways. This in turn may have dramatic effects on the underlying principles of social coherence: ‘the principal effect of media technology is on social organization’ (Carey, 1988, p. 302). Ultimately, how we communicate tells about how we relate.
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Daniel Xerri,Patricia Vella Briffaly realistic, authentic and dynamic (Tamborini and Skalski, 2006). In fact, the simulation of violence in some video games has become so authentic that the military has discovered them as new opportunities for training and recruiting (., 2002; ., 2004).
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發(fā)表于 2025-3-23 08:56:26 | 只看該作者
S(t)imulating War: From Early Films to Military Gamesnection between war and representation exists because, as Elaine Scarry (1985, p. 62) has argued, war itself ‘has within it a large amount of the symbolic and is ultimately […] based on a simple and startling blend of the real and the fictional.’
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