Welcome to our book review site go-pdf.online!

You may have to Search all our reviewed books and magazines, click the sign up button below to create a free account.

Sign up

Media Literacy as Intergenerational Project: Skills, Norms, and Mediation
  • Language: de
  • Pages: 170

Media Literacy as Intergenerational Project: Skills, Norms, and Mediation

Themenheft 35: Media Literacy as Intergenerational Project: Skills, Norms, and Mediation. Herausgegeben von Claudia Riesmeyer, Thorsten Naab, Anne-Linda Camerini, Ruth Festl und Christine Dallmann

Zones of Control
  • Language: en
  • Pages: 845

Zones of Control

  • Type: Book
  • -
  • Published: 2016-04-15
  • -
  • Publisher: MIT Press

A look at wargaming’s past, present, and future—from digital games to tabletop games—and its use in entertainment, education, and military planning. With examples from Call of Duty: Modern Warfare, Harpoon, Warhammer 40,000, and more! Games with military themes date back to antiquity, and yet they are curiously neglected in much of the academic and trade literature on games and game history. This volume fills that gap, providing a diverse set of perspectives on wargaming’s past, present, and future. In Zones of Control, contributors consider wargames played for entertainment, education, and military planning, in terms of design, critical analysis, and historical contexts. They consid...

The International Encyclopedia of Media Effects, 4 Volume Set
  • Language: en
  • Pages: 2184

The International Encyclopedia of Media Effects, 4 Volume Set

The International Encyclopedia of Media Effects presents a comprehensive collection of the most up-to-date research on the uses and impacts of media throughout the world. Provides the definitive resource on the most recent findings of media effects research Covers all aspects of the uses and impact of media, utilizing empirical, psychological, and critical research approaches to the field Features over 200 entries contributed by leading international scholars in their associated fields Offers invaluable insights to for students, scholars and professionals studying and working in related fields, and will stimulate new scholarship in emerging fields such as the Internet, Social Media and Mobile Communication Part of The Wiley Blackwell-ICA International Encyclopedias of Communication series, published in conjunction with the International Communication Association. Online version available at Wiley Online Library.

Ethics of Computer Gaming
  • Language: en
  • Pages: 120

Ethics of Computer Gaming

Despite the increasing number of gamers worldwide, the moral classification of computer gaming marks an as yet unsolved riddle of philosophical ethics. In view of the explosive nature of the topic in everyday life (as seen in various debates about rampages), it is obvious that a differentiated professional clarification of the phenomenon is needed: Can playing computer games be immoral? To answer this question, the author first discusses what we do at all when we play computer games: What kind of action are we talking about? The second step is a moral classification that reveals whether (and if so, why) some cases of computer gaming are morally problematic. The considerations made here provi...

Masculinities in Play
  • Language: en
  • Pages: 293

Masculinities in Play

  • Type: Book
  • -
  • Published: 2018-10-06
  • -
  • Publisher: Springer

This volume addresses the persistent and frequently toxic associations between masculinity and games. It explores many of the critical issues in contemporary studies of masculinity—including issues of fatherhood, homoeroticism, eSports, fan cultures, and militarism—and their intersections with digital games, the contexts of their play, and the social futures associated with sustained involvement in gaming cultures. Unlike much of the research and public discourse that put the onus of “fixing” games and gaming cultures on those at its margins—women, LGBTQ, and people of color—this volume turns attention to men and masculinities, offering vital and productive avenues for both practical and theoretical intervention.

Transgression in Games and Play
  • Language: en
  • Pages: 328

Transgression in Games and Play

  • Type: Book
  • -
  • Published: 2019-02-05
  • -
  • Publisher: MIT Press

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...

Computing and Technology Ethics
  • Language: en
  • Pages: 505

Computing and Technology Ethics

  • Type: Book
  • -
  • Published: 2023-02-14
  • -
  • Publisher: MIT Press

A new approach to teaching computing and technology ethics using science fiction stories. Should autonomous weapons be legal? Will we be cared for by robots in our old age? Does the efficiency of online banking outweigh the risk of theft? From communication to travel to medical care, computing technologies have transformed our daily lives, for better and for worse. But how do we know when a new development comes at too high a cost? Using science fiction stories as case studies of ethical ambiguity, this engaging textbook offers a comprehensive introduction to ethical theory and its application to contemporary developments in technology and computer science. Computing and Technology Ethics: E...

Multiplayer
  • Language: en
  • Pages: 271

Multiplayer

  • Type: Book
  • -
  • Published: 2013-10-30
  • -
  • Publisher: Routledge

In the past decade, digital games have become a widely accepted form of media entertainment, moving from the traditional 'core gamer' community into the mainstream media market. With millions of people now enjoying gaming as interactive entertainment there has been a huge increase in interest in social multiplayer gaming activities. However, despite the explosive growth in the field over the past decade, many aspects of social gaming still remain unexplored, especially from a media and communication studies perspective. Multiplayer: Social Aspects of Digital Gaming is the first edited volume of its kind that takes a closer look at the various forms of human interaction in and around digital ...

American Media and the Memory of World War II
  • Language: en
  • Pages: 228

American Media and the Memory of World War II

  • Type: Book
  • -
  • Published: 2015-02-11
  • -
  • Publisher: Routledge

For three generations of Americans, World War II has been a touchstone for the understanding of conflict and of America’s role in global affairs. But if World War II helped shape the perception of war for Americans, American media in turn shape the understanding and memory of World War II. Concentrating on key popular films, television series, and digital games from the last two decades, this book explores the critical influence World War II continues to exert on a generation of Americans born over thirty years after the conflict ended. It explains how the war was configured in the media of the wartime generation and how it came to be repurposed by their progeny, the Baby Boomers. In doing so, it identifies the framework underpinning the mediation of World War II memory in the current generation’s media and develops a model that provides insight into the strategies of representation that shape the American perspective of war in general.

Destructive Sublime
  • Language: en
  • Pages: 261

Destructive Sublime

The American popular imagination has long portrayed World War II as the “good war,” fought by the “greatest generation” for the sake of freedom and democracy. Yet, combat films and other war media complicate this conventional view by indulging in explosive displays of spectacular violence. Combat sequences, Tanine Allison argues, construct a counter-narrative of World War II by reminding viewers of the war’s harsh brutality. Destructive Sublime traces a new aesthetic history of the World War II combat genre by looking back at it through the lens of contemporary video games like Call of Duty. Allison locates some of video games’ glorification of violence, disruptive audiovisual style, and bodily sensation in even the most canonical and seemingly conservative films of the genre. In a series of case studies spanning more than seventy years—from wartime documentaries like The Battle of San Pietro to fictional reenactments like The Longest Day and Saving Private Ryan to combat video games like Medal of Honor—this book reveals how the genre’s aesthetic forms reflect (and influence) how American culture conceives of war, nation, and representation itself.