標(biāo)題: Titlebook: Computer Games and New Media Cultures; A Handbook of Digita Johannes Fromme,Alexander Unger Book 2012 Springer Science+Business Media B.V. [打印本頁(yè)] 作者: 拐杖 時(shí)間: 2025-3-21 19:42
書目名稱Computer Games and New Media Cultures影響因子(影響力)
書目名稱Computer Games and New Media Cultures影響因子(影響力)學(xué)科排名
書目名稱Computer Games and New Media Cultures網(wǎng)絡(luò)公開(kāi)度
書目名稱Computer Games and New Media Cultures網(wǎng)絡(luò)公開(kāi)度學(xué)科排名
書目名稱Computer Games and New Media Cultures被引頻次
書目名稱Computer Games and New Media Cultures被引頻次學(xué)科排名
書目名稱Computer Games and New Media Cultures年度引用
書目名稱Computer Games and New Media Cultures年度引用學(xué)科排名
書目名稱Computer Games and New Media Cultures讀者反饋
書目名稱Computer Games and New Media Cultures讀者反饋學(xué)科排名
作者: 腐爛 時(shí)間: 2025-3-21 22:44 作者: hemorrhage 時(shí)間: 2025-3-22 02:06 作者: cortisol 時(shí)間: 2025-3-22 07:09 作者: 過(guò)度 時(shí)間: 2025-3-22 12:05
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 作者: 爭(zhēng)議的蘋果 時(shí)間: 2025-3-22 13:05 作者: 爭(zhēng)議的蘋果 時(shí)間: 2025-3-22 17:42 作者: 河流 時(shí)間: 2025-3-22 21:26
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作者: ANTIC 時(shí)間: 2025-3-23 03:37
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作者: 硬化 時(shí)間: 2025-3-23 08:03
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作者: 個(gè)人長(zhǎng)篇演說(shuō) 時(shí)間: 2025-3-23 12:03 作者: apropos 時(shí)間: 2025-3-23 14:19 作者: echnic 時(shí)間: 2025-3-23 20:15
An Analysis of Alternate Models, This builds upon the concept of border. It is used in two significant ways: on the one hand, it shows the connection between player and game, and on the other hand, it represents their separation. Therein lies the concept of double bind. This is represented by an including exclusion. This is suppor作者: penance 時(shí)間: 2025-3-23 23:56
Political Tensions Around Teacher Evaluatione critics argue both for and against the apparent seamlessness in the identity formation in video games. However, while the case against seamlessness builds up with respect to other gaming genres, first-person shooters (FPS) are often still singled out as best representing this first-person identifi作者: DOSE 時(shí)間: 2025-3-24 03:24
https://doi.org/10.1007/978-3-031-13639-9in a kind of virtual space or as D. W. Winnicott calls it: in an .. In this chapter, challenges of deep . into this intermediate area are mentioned, and the parallels and differences between early and later intermediate areas are discussed. The first intermediate areas in the development of an indiv作者: Confound 時(shí)間: 2025-3-24 07:55 作者: Junction 時(shí)間: 2025-3-24 13:25 作者: 言外之意 時(shí)間: 2025-3-24 14:55 作者: Fulsome 時(shí)間: 2025-3-24 20:35
978-94-007-9301-9Springer Science+Business Media B.V. 2012作者: Bouquet 時(shí)間: 2025-3-25 01:23
Johannes Fromme,Alexander UngerOne 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作者: 配置 時(shí)間: 2025-3-25 05:24
http://image.papertrans.cn/c/image/233552.jpg作者: 演繹 時(shí)間: 2025-3-25 10:09 作者: CLOWN 時(shí)間: 2025-3-25 15:40 作者: 輕率的你 時(shí)間: 2025-3-25 18:32 作者: 枯萎將要 時(shí)間: 2025-3-25 23:53
“And What Do You Play?”: A Few Considerations Concerning a Genre Theory of Gamese specialized press since the 1980s. This poses the question how game genres are constituted, how they work on different levels, and which approach a genre theory of computer games should be taking. There exists a broad variety of genre definitions according to characteristics like form (the rules o作者: 小教堂 時(shí)間: 2025-3-26 03:49
Interface Analysis: Notes on the “Scopic Regime” of Strategic Action in Real-Time Strategy Gamesenres 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 作者: 玩忽職守 時(shí)間: 2025-3-26 07:52 作者: 得意牛 時(shí)間: 2025-3-26 12:05
A Theory of Non-existent Video Games: Semiotic and Video Game Theory released in order to critique some of the approaches used so far in game studies. I will then propose an approach grounded in semiotic theory. What I propose is a study of games not based on the attempt to analyze their occurrence or material existence. Rather, I suggest we consider how a video gam作者: Dri727 時(shí)間: 2025-3-26 16:37 作者: spinal-stenosis 時(shí)間: 2025-3-26 20:24
The Strange Case of the Misappearance of Sex in Video Gamesise 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作者: 使?jié)M足 時(shí)間: 2025-3-26 23:53
Growing Game Worldslusion 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作者: beta-cells 時(shí)間: 2025-3-27 04:38 作者: monologue 時(shí)間: 2025-3-27 07:19
MMO Morality, genre and atmosphere. If the game does not meet their standards, they don’t play. This is as true of massively multiplayer online role-playing games (MMOs) as it is of .. Otherwise, so long as what you’re asked to do sits within the boundaries of your expectations, you can happily immerse yourself作者: 節(jié)約 時(shí)間: 2025-3-27 13:25
Inside and Outside the Game This builds upon the concept of border. It is used in two significant ways: on the one hand, it shows the connection between player and game, and on the other hand, it represents their separation. Therein lies the concept of double bind. This is represented by an including exclusion. This is suppor作者: Nonthreatening 時(shí)間: 2025-3-27 17:00 作者: CUB 時(shí)間: 2025-3-27 19:09
Personality Development Through Immersion into Intermediate Areas of Digital Role-Playing Gamesin a kind of virtual space or as D. W. Winnicott calls it: in an .. In this chapter, challenges of deep . into this intermediate area are mentioned, and the parallels and differences between early and later intermediate areas are discussed. The first intermediate areas in the development of an indiv作者: 滑稽 時(shí)間: 2025-3-28 00:41
Symbolic Interaction in Digital Games: Theoretical Reflections on Dimensions of Meaning Construction meaning making in relation to elements of game design. The interest lies on a better understanding of the perception of visual and narrative presentations and its relevance for meaning construction and gaming. It is assumed that a differentiated qualification of gaming experiences has to relate to 作者: 錯(cuò)事 時(shí)間: 2025-3-28 05:22 作者: 中子 時(shí)間: 2025-3-28 08:06 作者: 賞錢 時(shí)間: 2025-3-28 14:17 作者: concentrate 時(shí)間: 2025-3-28 17:39
Matthias Pilz,Anja Schl?glmann,Uma Gengaiahlyze by which means player actions are structured in the gaming situation. In order to explore the approach of interface analysis more closely, this chapter will discuss the common interface and “ergodicity” of real-time strategy games (RTS), a popular subgenre of strategy games. I will focus on som作者: CT-angiography 時(shí)間: 2025-3-28 20:19
Henriette Duch,Birgitte Lund Nielsenomputer games be regarded as art. Computer games do not differ from other media and arts in this respect: the fact that something is a movie or something is a song does not make it a work of art necessarily.作者: 挫敗 時(shí)間: 2025-3-29 01:36
Joseph Wu,Hoi Yan Cheung,Raymond M. C. Chanrom other emergent media. Why should this be so? Are games so welded in the public imagination to childhood that ‘pornographic’ games are rendered too outré? Does ‘doing’ in games preclude the use of hands in other activities? Are games inherently more about promise and deferral than other media? Wh作者: Crayon 時(shí)間: 2025-3-29 03:53 作者: 發(fā)牢騷 時(shí)間: 2025-3-29 09:06 作者: 宣傳 時(shí)間: 2025-3-29 12:53
Political Tensions Around Teacher Evaluatione latter, the chapter focuses on the S.T.A.L.K.E.R. video games to show how FPS games prompt players to question their in-game identity(ies) because the playing subject, instead of being a fixed entity, is hard-wired into the process of exploration that constitutes gameplay.作者: 寡頭政治 時(shí)間: 2025-3-29 16:31 作者: 細(xì)頸瓶 時(shí)間: 2025-3-29 20:13 作者: MEN 時(shí)間: 2025-3-30 00:04
Computer Games as a Comparative Medium: A Few Cautionary Remarksrn style games increasingly put the camera in the hands of the gamer. Because of these differences, the comparatist should always be aware of the specificities of the particular medium or media in question.作者: itinerary 時(shí)間: 2025-3-30 05:47 作者: Affection 時(shí)間: 2025-3-30 08:11
Interface Analysis: Notes on the “Scopic Regime” of Strategic Action in Real-Time Strategy Gameslyze by which means player actions are structured in the gaming situation. In order to explore the approach of interface analysis more closely, this chapter will discuss the common interface and “ergodicity” of real-time strategy games (RTS), a popular subgenre of strategy games. I will focus on som作者: 博識(shí) 時(shí)間: 2025-3-30 15:13 作者: entice 時(shí)間: 2025-3-30 17:27 作者: 描繪 時(shí)間: 2025-3-30 21:43
Virtual Worlds: Game or Virtual Society?nd political interests and (human) states of mind shift and the virtual world’s citizens (avatars) increasingly dictate its activities and structures. On the basis of these observations, the conclusion is drawn that the constants of human cohabitation exist even in virtual communities.作者: PACK 時(shí)間: 2025-3-31 04:08
MMO Moralityality; you then have to make the decision as to whether to carry on playing or not. This chapter considers one particular kind of expectation held by players of MMOs – the morality imbued in the game world’s fiction – and examines problems that can arise when the views of players and the game’s desi作者: 否認(rèn) 時(shí)間: 2025-3-31 07:56
Egoshooting in Chernobyl: Identity and Subject(s) in the , Gamese latter, the chapter focuses on the S.T.A.L.K.E.R. video games to show how FPS games prompt players to question their in-game identity(ies) because the playing subject, instead of being a fixed entity, is hard-wired into the process of exploration that constitutes gameplay.作者: Ejaculate 時(shí)間: 2025-3-31 11:47
Personality Development Through Immersion into Intermediate Areas of Digital Role-Playing Gamesmediate areas for collaborative playing, back and forth motion of immersion and reflection and strategies to ‘tame’ chaos. The chapter will show some aspects how these abilities can be advanced by the act of playing digital role-playing games.作者: NAG 時(shí)間: 2025-3-31 15:25
Book 2012o, 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作者: countenance 時(shí)間: 2025-3-31 19:35 作者: Cacophonous 時(shí)間: 2025-4-1 00:40
Growing Game Worldsdeals of early cyberspace apostles with the contested digital game worlds of today’s industry to point to the hybrid game spaces that are emerging in more futuristic designs. The development is presented as a gradual evolution that calls for a critical shift of our scholarly focus.作者: 不能根除 時(shí)間: 2025-4-1 03:42 作者: 首創(chuàng)精神 時(shí)間: 2025-4-1 06:13