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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, conf...
Der zweite Band der DIGAREC Series beinhaltet Beiträge der DIGAREC Lectures 2008/09 sowie des Wissenschaftsforums der Deutschen Gamestage 2008 und 2009. Mit Beiträgen von Oliver Castendyk (Erich Pommer Institut), Stephan Günzel mit Michael Liebe und Dieter Mersch (Universität Potsdam), Andreas Lange (Computerspielemuseum Berlin), Ingrid Möller mit Barbara Krahé (Universität Potsdam), Klaus Spieler (Institut für digitale interaktive Kultur Berlin), James Tobias (University of California, Riverside), Stefan Böhme (HBK Braunschweig), Robert Glashüttner (Wien), Sven Jöckel (Universität Erfurt) mit Leyla Dogruel (FU Berlin), Michael Mosel (Universität Marburg), Sebastian Quack (HTW Berlin), Leif Rumbke (Hamburg) und Steffen P. Walz (ETH Zürich).
Contributors from a range of disciplines explore boundary-crossing in videogames, examining both transgressive game content and transgressive player actions. Video gameplay can include transgressive play practices in which players act in ways meant to annoy, punish, or harass other players. Videogames themselves can include transgressive or upsetting content, including excessive violence. Such boundary-crossing in videogames belies the general idea that play and games are fun and non-serious, with little consequence outside the world of the game. In this book, contributors from a range of disciplines explore transgression in video games, examining both game content and player actions. The co...
Can games be art or is all art a kind of game? A philosophical investigation of play and imaginary things.
This volume explores innovations in journalism: the goals and expectations associated with them, promoting and hindering framework conditions, and their social and industrial impact. Drawing on an international research project conducted in Germany, Austria, Switzerland, Spain, and the United Kingdom, the book takes a complex approach, considering media policy preconditions and the social impact of journalistic innovation from a comparative perspective. The key findings are examined and presented on different levels: theoretical, methodological, and – as the focus – empirical. Having identified the most relevant innovations in each of the five countries, a total of 100 case studies are e...
This volume was first published by Inter-Disciplinary Press in 2014. Cyberculture and cyberspace have become part of our realities. This is an inescapable fact. Their digital technologies have come to underpin many aspects of our lives, our history, and our future. Already, these technologies exert considerable influence upon the institutions and structure of our societies, including those that define our concepts of art and aesthetics, our social interactions, societal and individual remembrance, even how we govern and are governed. Cyberculture’s ubiquity raises questions of our concepts of being and aloneness. Can we experience solitude if we are all connected? Will the natural state of being soon be ‘always on, always connected?’ To remember everything, is it a blessing or a curse? Is the promise of digital ‘immortality’ possible or even desirable? When do we cease mourning, if the dead are memorialized in digital perpetuity? Within this volume is a collection of essays from an international group of scholars, artists, and practitioners who address these and other questions about our future, looking at where we have come in our past.
This concise and thought-provoking book examines the myths and realities surrounding the value of sport. It asks a fundamental question: what is it about sport that leads to grand claims about its supposed capacity to do so many good things for society? Examining the evidence from sport around the world, at all levels, the book challenges the commonly held, uncritical assumptions about the value of sport. It looks closely at the claims that sport is likely to improve physical and mental health and social cohesion or that there are demonstrable economic benefits to local communities and positive legacy effects from international sporting events and elite athletic successes. Adopting a value-a...
Final Fantasy VII altered the course of video game history when it was released in 1997 on Sony's PlayStation system. It converted the Japanese role-playing game into an international gaming standard with enhanced gameplay, spectacular cutscenes and a vast narrative involving an iconic cast. In the decades after its release, the Final Fantasy VII franchise has grown to encompass a number of video game sequels, prequels, a feature-length film, a novel and a multi-volume remake series. This volume, the first edited collection of essays devoted only to the world of Final Fantasy VII, blends scholarly rigor with fan passion in order to identify the elements that keep Final Fantasy VII current and exciting for players. Some essays specifically address the game's perennially relevant themes and scenarios, ranging from environmental consciousness to economic inequity and posthumanism. Others examine the mechanisms used to immerse the player or to improve the narrative. Finally, there are several essays devoted specifically to the game's legacy, from its influence on later games to its characters' many crossovers and cameos.
This book addresses the life quality of the average adult in the world, based on international data weighted according to national population size. It rests on the theoretical framework of analytic-functionalism to explain statics and dynamics in the production of life quality. The statics means the influences of personal and national factors on life quality, whereas the dynamics mean the changes in the influences over time. This approach elucidates life quality at the personal level rather than at the national level, which overlooks what happens to the average person living in the world. The approach involves a broad view of the production of life quality, including experiences, practices, and appraisals of life. This production also involves personal background characteristics and the national indicators of modernization, globalization, and environmental issues. Knowledge about the production is helpful for policymakers, researchers, students, and other people to upgrade life quality. Such knowledge is valuable because it is up-to-date, generalizable, and sensible based on the analytic-functionalist theoretical framework and statistical estimation.
The Routledge Handbook of Media Use and Well-Being serves as the first international review of the current state of this fast-developing area of research. The volume provides a multifaceted perspective on the beneficial as well as the detrimental effects of media exposure on psychological health and well-being. As a "first-mover," it will define the field of media use and well-being and provide an essential resource for research and teaching in this area. The volume is structured along four central considerations: Processes presents concepts that provide a theoretical bridge between media use and well-being, such as psychological need satisfaction, recovery from stress and strain, self-prese...