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Narratives Crossing Boundaries
  • Language: en
  • Pages: 369

Narratives Crossing Boundaries

As the dominant narrative forms in the age of media convergence, films and games call for a transmedial perspective in narratology. Games allow a participatory reception of the story, bringing the transgression of the ontological boundary between the narrated world and the world of the recipient into focus. These diverse transgressions – medial and ontological – are the subject of this transdisciplinary compendium, which covers the subject in an interdisciplinary way from various perspectives: game studies and media studies, but also sociology and psychology, to take into account the great influence of storytelling on social discourses and human behavior.

Fictional Practices of Spirituality I
  • Language: en
  • Pages: 477

Fictional Practices of Spirituality I

»Fictional Practices of Spirituality« provides critical insight into the implementation of belief, mysticism, religion, and spirituality into worlds of fiction, be it interactive or non-interactive. This first volume focuses on interactive, virtual worlds - may that be the digital realms of video games and VR applications or the imaginary spaces of life action role-playing and soul-searching practices. It features analyses of spirituality as gameplay facilitator, sacred spaces and architecture in video game geography, religion in video games and spiritual acts and their dramaturgic function in video games, tabletop, or LARP, among other topics. The contributors offer a first-time ever comprehensive overview of play-rites as spiritual incentives and playful spirituality in various medial incarnations.

Gaming and Geography
  • Language: en
  • Pages: 329

Gaming and Geography

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Epidemics and Othering
  • Language: en
  • Pages: 247

Epidemics and Othering

The COVID-19 pandemic has affected the lives of many people around the globe and has brought to the fore discussions about the ways in which relations of power have shaped human biology and the health of populations. Focusing on these biopolitics, this collection brings together a number of historical and cultural perspectives on processes of othering in the long transnational human history of epidemics and pandemics. Contributors explore the intertwinement of biopolitics and othering with regard to specific bodies, people, and places, in relation to COVID-19 and beyond, as they discuss othering dynamics in the context of post/colonialism and with reference to a number of different cultural, political, medical and media discourses.

Playing Dystopia
  • Language: en
  • Pages: 435

Playing Dystopia

Video games permeate our everyday existence. They immerse players in fascinating gameworlds and exciting experiences, often inviting them in various ways to reflect on the enacted events. Gerald Farca explores the genre of dystopian video games and the player's aesthetic response to their nightmarish gameworlds. Players, he argues, will gradually come to see similarities between the virtual dystopia and their own ›offline‹ environment, thus learning to stay wary of social and political developments. In his analysis, Farca draws from a variety of research fields, such as literary theory and game studies, combining them into a coherent theory of aesthetic response to dystopian games.

Mixed Reality and Games
  • Language: en
  • Pages: 297

Mixed Reality and Games

Videogames allow us to immerse ourselves in worlds that are reflective of cultural phenomena. At the same time, games are in the process of occupying and utilising the real world as a part of the game. The book provides a combination of theoretical and practical approaches to mixed reality through the lenses of game studies and pedagogy. These novel approaches invite the reader to rethink their conceptions of games and mixed reality. They are complemented with classical analyses of games and applications in educational contexts. In uniting theory and hands-on approaches, the book provides a broad spectrum that facilitates and inspires interdisciplinary thinking and work.

Emotional Gaming
  • Language: de
  • Pages: 313

Emotional Gaming

  • Type: Book
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  • Published: 2012
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  • Publisher: epodium

Die Verbindung von Computerspielen und Emotionen ist unauflöslich. Kein gutes Computerspiel, das nicht starke Gefühle provozierte, und kein Spieler, der nicht vom ‚Willen zum Gefühl‘ geleitet wäre: Spaß, Spannung, Triumph, Belustigung, Angst …Angesichts der sich rasant ausbreitenden kulturellen Praxis des Gaming, die in immer mehr Bereiche des Alltags, der Freizeit aber auch des sozialen Lernens vordringt, stellt sich die brisante Frage nach der kulturellen Bedeutung, den Voraussetzungen und den Folgen einer emotionalen Interaktion zwischen Mensch und Technik, wie sie Computerspiele in Gang setzen: Warum gehen überhaupt emotionale Ausstrahlungen von virtuellen Figuren und Räumen aus, wie beeinflussen Spiele affektiv unser Weltverständnis, welche Bindungsstrategien verfolgen die Entwickler, und inwieweit lassen sich ‚Spielgefühle‘ und die Lust am Spielen überhaupt mit theoretischen Maßstäben erklären und bewerten? Aus unterschiedlichen Perspektiven nähern sich die Beiträge des Bandes den komplexen Problemstellungen, die sich aus der intimen Liaison von Gaming und Emotionen ergeben.

Playing the Field
  • Language: en
  • Pages: 302

Playing the Field

American Studies has only gradually turned its attention to video games in the twenty-first century, even though the medium has grown into a cultural industry that is arguably the most important force in American and global popular culture today. There is an urgent need for a substantial theoretical reflection on how the field and its object of study relate to each other. This anthology, the first of its kind, seeks to address this need by asking a dialectic question: first, how may American Studies apply its highly diverse theoretical and methodological tools to the analysis of video games, and second, how are these theories and methods in turn affected by the games? The eighteen essays off...

Developing Video Game Literacy in the EFL Classroom
  • Language: en
  • Pages: 364

Developing Video Game Literacy in the EFL Classroom

Video games are a major source of contact to English language and culture, and the need to develop critical video game competency is high. This text presents reasons for (and defines) video game literacy for the English as a foreign language classroom as well as empirical research which covers problems and potentials of game topics in the classroom. This book offers as a result of the theoretical and empirical research countless ideas for task and material design, teacher education, theoretical and conceptual development of video game literacy and impulses for future empirical research.

Official Gazette of the United States Patent and Trademark Office
  • Language: en
  • Pages: 892

Official Gazette of the United States Patent and Trademark Office

  • Type: Book
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  • Published: 1994
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  • Publisher: Unknown

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