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Conference Proceedings of The Philosophy of Computer Games 2008
  • Language: en
  • Pages: 344

Conference Proceedings of The Philosophy of Computer Games 2008

This first volume of the DIGAREC Series holds the proceedings of the conference The Philosophy of Computer Gamesʺ, held at the University of Potsdam from May 8-10, 2008. The contributions of the conference address three fields of computer game research that are philosophically relevant and, likewise, to which philosophical reflection is crucial. These are: ethics and politics, the action-space of games, and the magic circle. All three topics are interlinked and constitute the paradigmatic object of computer games: Whereas the first describes computer games on the outside, looking at the cultural effects of games as well as on moral practices acted out with them, the second describes computer games on the inside, i.e. how they are constituted as a medium. The latter finally discusses the way in which a border between these two realms, games and non-games, persists or is already transgressed in respect to a general performativity.

Liebe Nach Dem Krieg
  • Language: en
  • Pages: 174

Liebe Nach Dem Krieg

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Logic and structure of the computer game
  • Language: en
  • Pages: 243

Logic and structure of the computer game

The fourth volume of the DIGAREC Series holds the proceedings to the conference Logic and Structure of the Computer Gameʺ, held at the House of Brandenburg- Prussian History in Potsdam on November 6 and 7, 2009. The conference was the first to explicitly address the medial logic and structure of the computer game. The contributions focus on the specific potential for mediation and on the unique form of mediation inherent in digital games. This includes existent, yet scattered approaches to develop a unique curriculum of game studies. In line with the concept of & lsquo;mediality & rsquo;, the notions of aesthetics, interactivity, software architecture, interface design, iconicity, spatiality, and rules are of special interest. Presentations were given by invited German scholars and were commented on by international respondents in a dialogical structure.

Music and Game
  • Language: en
  • Pages: 223

Music and Game

This anthology examines the various facets of video game music. Contributors from the fields of science and practice document its historical development, discuss the music’s composition techniques, interactivity and function as well as attending to its performative aspects.

Official Gazette of the United States Patent and Trademark Office
  • Language: en
  • Pages: 1116

Official Gazette of the United States Patent and Trademark Office

  • Type: Book
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  • Published: 1977
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  • Publisher: Unknown

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Digarec Keynote-Lectures 2009/10
  • Language: en
  • Pages: 164

Digarec Keynote-Lectures 2009/10

The sixth volume of the DIGAREC Series holds the contributions to the DIGAREC Keynote-Lectures given at the University of Potsdam in the winter semester 2009/10. With contributions by Mark J.P. Wolf (Concordia University Wisconsin), Espen Aarseth (Center for Computer Games Research, IT University of Copenhagen), Katie Salen (Parsons New School of Design, New York), Laura Ermi and Frans Mäyrä (University of Tampere), and Lev Manovich (University of Southern California, San Diego).

Game Love
  • Language: en
  • Pages: 284

Game Love

  • Type: Book
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  • Published: 2015-01-09
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  • Publisher: McFarland

What does love have to do with gaming? As games have grown in complexity, they have increasingly included narratives that seek to engage players with love in a variety of ways. While media attention often focuses on violent emotions and behavior in gaming, love has always been central to the experience. We love to play games, we have titles that we love, and sometimes we love too much or love terrible games for their shortcomings. Love in gaming is rather like love in life—often complicated and frustrating but also exciting and gratifying. This collection of fresh essays explores the meaning and role of love in gaming, describing a number of ways—from coding to cosplay—in which love can be expressed in, for and around games. Investigating how gaming involves love is also key to understanding the growing importance of games and gamers as cultural markers.

Medieval Arthurian Literature
  • Language: en
  • Pages: 482

Medieval Arthurian Literature

  • Type: Book
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  • Published: 2014-10-17
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  • Publisher: Routledge

The focus of this book is medieval vernacular literature in Western Europe. Chapters are written by experts in the area and present the current scholarship at the time this book was originally published in 1996. Each chapter has a bibliography of important works in that area as well. This is a thorough and reliable guide to trends in research on medieval Arthuriana.

Thought-Provoking Play: Political Philosophies in Science Fictional Videogame Spaces from Japan
  • Language: en
  • Pages: 226

Thought-Provoking Play: Political Philosophies in Science Fictional Videogame Spaces from Japan

  • Type: Book
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  • Published: 2018-01-05
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  • Publisher: Lulu.com

This book considers videogames as spaces of political philosophy. Emerging from a negotiation between designers, player and computer, they prompt us to rethink life in common and imagine alternatives to the status quo. Several case studies on science fictional videogames from Japan serve to demonstrate this potential for thought-provoking play.

Official Gazette of the United States Patent and Trademark Office
  • Language: en
  • Pages: 1088

Official Gazette of the United States Patent and Trademark Office

  • Type: Book
  • -
  • Published: 1998
  • -
  • Publisher: Unknown

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