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樓主
發(fā)表于 2025-3-21 18:14:55 | 只看該作者 |倒序?yàn)g覽 |閱讀模式
書(shū)目名稱(chēng)Gaming and Geography
編輯Michael Morawski,Sebastian Wolff-Seidel
視頻videohttp://file.papertrans.cn/392/391015/391015.mp4
叢書(shū)名稱(chēng)Key Challenges in Geography
圖書(shū)封面Titlebook: ;
出版日期Book 2024
版次1
doihttps://doi.org/10.1007/978-3-031-42260-7
isbn_softcover978-3-031-42262-1
isbn_ebook978-3-031-42260-7Series ISSN 2522-8420 Series E-ISSN 2522-8439
issn_series 2522-8420
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書(shū)目名稱(chēng)Gaming and Geography影響因子(影響力)




書(shū)目名稱(chēng)Gaming and Geography影響因子(影響力)學(xué)科排名




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書(shū)目名稱(chēng)Gaming and Geography網(wǎng)絡(luò)公開(kāi)度學(xué)科排名




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沙發(fā)
發(fā)表于 2025-3-21 22:21:01 | 只看該作者
板凳
發(fā)表于 2025-3-22 03:18:24 | 只看該作者
Springer Tracts in Modern Physicsing some examples from real life and online communities entering and settling “new” spaces, it also offers some insights from an ongoing research project on how the digital ecosystem might be shaped through these interactions presently. While a variety of games will be mentioned, the focus will be on the space sandbox MMO Eve Online.
地板
發(fā)表于 2025-3-22 06:59:57 | 只看該作者
Dimensions of Space in Digital Gamess in digital games. Through interdisciplinary extending previous attempts, five dimensions are identified: technologies, bodies, architectures, geographies, and discourses. These highlight the dynamic multiplicities of digital games and provide a theoretical framework as well as analytical guideline for future research.
5#
發(fā)表于 2025-3-22 10:22:06 | 只看該作者
Caught Between a Rock and a Ludic Place: Geography for Non-geographers via Gameswill explain how games and game engines can be modded (modified) to allow players to explore aspects of GeoHumanities, in particular, place and presence, from a perspective aligned with a selection of concerns and methods in cultural geography and critical geography.
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發(fā)表于 2025-3-22 15:18:18 | 只看該作者
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發(fā)表于 2025-3-22 20:05:57 | 只看該作者
Gaming and Geography978-3-031-42260-7Series ISSN 2522-8420 Series E-ISSN 2522-8439
8#
發(fā)表于 2025-3-22 22:16:53 | 只看該作者
https://doi.org/10.1007/3-540-30439-8s to advance the consideration of video games as a significant geographical medium, acknowledging the role of digital spaces and worlds in shaping our experiences and perceptions. It aims to offer a comprehensive overview of current discourses within the realm of video game research, particularly fo
9#
發(fā)表于 2025-3-23 01:39:19 | 只看該作者
Springer Kompendium Dermatologies in digital games. Through interdisciplinary extending previous attempts, five dimensions are identified: technologies, bodies, architectures, geographies, and discourses. These highlight the dynamic multiplicities of digital games and provide a theoretical framework as well as analytical guideline
10#
發(fā)表于 2025-3-23 09:16:17 | 只看該作者
Springer Lebensmittelreport ’92will explain how games and game engines can be modded (modified) to allow players to explore aspects of GeoHumanities, in particular, place and presence, from a perspective aligned with a selection of concerns and methods in cultural geography and critical geography.
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