標題: Titlebook: Infrastructure in Video Games; Daniel Punday Book 2024 The Editor(s) (if applicable) and The Author(s), under exclusive license to Springe [打印本頁] 作者: 密度 時間: 2025-3-21 18:30
書目名稱Infrastructure in Video Games影響因子(影響力)
書目名稱Infrastructure in Video Games影響因子(影響力)學科排名
書目名稱Infrastructure in Video Games網(wǎng)絡公開度
書目名稱Infrastructure in Video Games網(wǎng)絡公開度學科排名
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書目名稱Infrastructure in Video Games被引頻次學科排名
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書目名稱Infrastructure in Video Games年度引用學科排名
書目名稱Infrastructure in Video Games讀者反饋
書目名稱Infrastructure in Video Games讀者反饋學科排名
作者: Ophthalmologist 時間: 2025-3-21 22:36
Daniel Pundayividuals and cultures. As contemporary philosopher, Michael Gardiner, stated, the disintegration of the cultural and ideological homogeneity characteristic of modernity has resulted in a relativizing of moral discourses, and a concomitant proliferation of values, lifestyles and worldviews.作者: Hangar 時間: 2025-3-22 03:44 作者: Glucose 時間: 2025-3-22 05:54 作者: 運動性 時間: 2025-3-22 10:44 作者: 烤架 時間: 2025-3-22 16:35
Daniel Pundaydemic strategy, emphasizing individuals’ right to freedom as a central aspect of the common good that the strategy should protect. However, as the case of Sweden suggests, a pandemic strategy might be utility-based and permissive at one and the same time. Moreover, its very permissiveness makes the 作者: Pander 時間: 2025-3-22 19:27
Daniel Pundayication, but also, more importantly where pandemics are concerned, determining whether they support . decision making and . processes of justification. Having highlighted the problems with merely furnishing ethical guidelines with . ethical content in terms of principles and values, we argue that or作者: VEST 時間: 2025-3-22 23:44
nal world. In contrast to literary fiction, were infrastructures might remain on the periphery of some stories, by virtue of the centrality of player interaction video games are inherently infrastructural...?.978-3-031-72094-9978-3-031-72092-5作者: 吼叫 時間: 2025-3-23 03:44
Avatars and Governmentality, policy, helps to illuminate a wide variety of games. Of particular interest in this chapter is the game ., which strikes a fascinating balance between embodiment in the game world, the construction of a player career, and civilization-defining “governmental” policies that impact the eventual shape 作者: 明確 時間: 2025-3-23 09:20
Maintenance and Scarcity,path. The issue of scarcity has wide application to some of the most basic features of game design, like the “skill tree” that many games depend on to shape player customization. The scarcity of “points” available to put into the game determines the limits on player design; this chapter connects thi作者: 額外的事 時間: 2025-3-23 11:45 作者: Albinism 時間: 2025-3-23 13:53 作者: abysmal 時間: 2025-3-23 20:37 作者: VAN 時間: 2025-3-24 00:24
Daniel Pundayand the order of things and meanings, was a common trait of several metaphysical conceptions and also a matter of endless debates between philosophers with different convictions. Thus the idea of such a wholeness, or basic order has become for now subject to a justified suspicion, as a result of our作者: 窗簾等 時間: 2025-3-24 05:59 作者: 女上癮 時間: 2025-3-24 09:07 作者: Exclaim 時間: 2025-3-24 14:36 作者: wall-stress 時間: 2025-3-24 17:41 作者: Anthology 時間: 2025-3-24 21:49 作者: 美學 時間: 2025-3-24 23:35
Inform, Game Rules, World State, and Interfaces,elatively accessible, natural-language coding language for creating what are best known as “text adventure” games. These were the first commercially available games for computers, popularized shortly before home game consoles hit the market in the early 1980s. This programming language has the advan作者: Confirm 時間: 2025-3-25 07:01 作者: 猛擊 時間: 2025-3-25 07:34
Avatars and Governmentality,er/watchtower distinction of the previous chapter, since lever-based games like . tend to have embodied avatars, and more system-based games tend toward disembodied player positions, as is the case in most civilization simulations like .. But the dynamic is more complex than this, as we can see in a作者: flaunt 時間: 2025-3-25 13:51 作者: 使殘廢 時間: 2025-3-25 16:55
Interfaces and Fictional Worlds,s Jesper Juul’s ., which provides a theoretical framework for thinking about the relationship between game rules and the fictional worlds they project. The chapter depends heavily on an analysis of the game ., which draws our attention to the way that games help to sort the difference between fictio作者: 文藝 時間: 2025-3-25 21:02
Conclusion: The Occasion of New Infrastructure,r theorizing narrative in general. It focuses on how narratives can offer a way to think about new infrastructures, using a focus on how the audience is able to enter into these new worlds, and learn their new rules. Video games, with their focus on helping players learn the rules of the game alongs作者: jettison 時間: 2025-3-26 01:41 作者: Modicum 時間: 2025-3-26 08:17 作者: euphoria 時間: 2025-3-26 10:33
978-3-031-72094-9The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerl作者: 容易懂得 時間: 2025-3-26 15:57
https://doi.org/10.1007/978-3-031-72092-5video games; narrative theory; digital media; infrastructure; Theorizing infrastructure; commercial video作者: convulsion 時間: 2025-3-26 19:04
roducts, and social and digital infrastructure.Emphasizes th.This book will sketch the dynamics of infrastructure in video games, focusing on the relationship between game rules, fictional world, and player interaction. It will discuss a variety of commercial video games, both mainstream and somewha作者: fringe 時間: 2025-3-27 00:14
Book 2024eraction. It will discuss a variety of commercial video games, both mainstream and somewhat niche, that use infrastructure in different ways: .Control., .Wolfenstein., .Fallout., .This War of Mine., .Exocolonist., .Cyberpunk., and .Frostpunk....Video games offer a particularly rich field for thinkin作者: Germinate 時間: 2025-3-27 02:29
Conclusion: The Occasion of New Infrastructure,ide of their immersion into the fictional worlds of these stories, offer a particularly compelling example of the role of narratives in staging this entrance into a new world with new infrastructure rules.作者: acetylcholine 時間: 2025-3-27 07:09 作者: GEAR 時間: 2025-3-27 10:25
Interfaces and Fictional Worlds,he way that our understanding of the fictional world embodied in the game can change over time. This chapter uses this insight to revisit some of the key theoretical claims about fictional worlds, arguing for a greater attention to the way that they can emerge over time.作者: Confirm 時間: 2025-3-27 15:03
Introduction: Infrastructure Studies, allow computers to talk to each other. This chapter also discusses what infrastructure means in a narrative and literary context, in particular how it will manifest itself in stories. The chapter concludes by talking about the video-game-specific infrastructures of game development, audiences, and marketing.作者: 叢林 時間: 2025-3-27 18:51 作者: misshapen 時間: 2025-3-28 01:46
Book 2018ions are explained and a systematic overview of relevant diseases is included. ..A strong emphasis is placed on practical aspects of skull base surgery: classic surgical approaches and also methods where there has been rapid recent development, such as stereotactic radiation therapy and intervention作者: Modicum 時間: 2025-3-28 03:03
untersucht, wie jene, die bislang wenig mit Indoktrination assoziiert werden. Darüber hinaus werden Leitbegriffe der Gegenwartsp?dagogik auf ihr indoktrinierendes Potenzial hin untersucht. ..978-3-531-15169-4978-3-531-90450-4