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  • 1
    ISBN: 9783837647303 , 3837647307
    Language: English
    Pages: 315 Seiten , Illustrationen , 22.5 cm x 14.8 cm, 588 g
    Series Statement: Media studies volume 63
    Series Statement: Media studies
    Parallel Title: Erscheint auch als
    RVK:
    RVK:
    RVK:
    Keywords: Medientheorie ; Raumwahrnehmung ; Raumdarstellung ; Computerspiel ; Raum ; Wolfenstein 3D ; Raum ; Morphologie ; Place ; Maps ; Computer Games ; Media ; Media Aesthetics ; Media Theory ; Media Studies ; Aufsatzsammlung ; Konferenzschrift 2010 ; Konferenzschrift 2011 ; Aufsatzsammlung ; Konferenzschrift 2010 ; Konferenzschrift 2011 ; Aufsatzsammlung ; Konferenzschrift 2010 ; Konferenzschrift 2011 ; Aufsatzsammlung ; Computerspiel ; Raum ; Medientheorie ; Computerspiel ; Raumdarstellung ; Raumwahrnehmung ; Medientheorie ; Computerspiel ; Raum ; Wolfenstein 3D ; Raumdarstellung ; Morphologie
    Note: Erscheint auch als Open Access bei De Gruyter
    URL: Volltext  (kostenfrei)
    URL: Volltext  (kostenfrei)
    URL: Volltext  (kostenfrei)
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  • 2
    Online Resource
    Online Resource
    Bielefeld : transcript
    ISBN: 9783839447307
    Language: English
    Pages: 1 Online-Ressource (315 Seiten) , Illustrationen
    Series Statement: Media studies volume 63
    Series Statement: Media studies
    Parallel Title: Erscheint auch als
    DDC: 794.8
    RVK:
    RVK:
    Keywords: Raum ; Raumdarstellung ; Morphologie ; Computerspiel ; Medientheorie ; Raum ; Raumwahrnehmung ; Wolfenstein 3D ; Computer Games ; Media ; Media Aesthetics ; Media Theory ; Media Studies ; Konferenzschrift 2010 ; Konferenzschrift 2011 ; Konferenzschrift 2010 ; Konferenzschrift 2011 ; Konferenzschrift 2010 ; Konferenzschrift 2011 ; Konferenzschrift 2010 ; Konferenzschrift 2011 ; Aufsatzsammlung ; Computerspiel ; Raumdarstellung ; Raumwahrnehmung ; Medientheorie ; Computerspiel ; Raum ; Medientheorie ; Computerspiel ; Raum ; Wolfenstein 3D ; Raumdarstellung ; Morphologie
    Abstract: Where do computer games "happen"? The articles collected in this pioneering volume explore the categories of "space", "place" and "territory" featuring in most general theories of space to lay the groundwork for the study of spatiality in games. Shifting the focus away from earlier debates on, e.g., the narrative nature of games, this collection proposes, instead, that thorough attention be given to the tension between experienced spaces and narrated places as well as to the mapping of both of these
    Note: Aus der Einleitung: "This volume is the result of two workshops that were held at the IT University Copenhagen and the University of Salford in Manchester, organized in cooperation with the Digital Games Research Center at the University of Potsdam."
    URL: Volltext  (URL des Erstveröffentlichers)
    URL: Volltext  (URL des Erstveröffentlichers)
    URL: Volltext  (URL des Erstveröffentlichers)
    URL: Volltext  (URL des Erstveröffentlichers)
    URL: Cover
    URL: Cover
    URL: Cover
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  • 3
    ISBN: 9783839447307 , 9783837647303
    Language: Undetermined
    Pages: 1 Online-Ressource (316 p.)
    Series Statement: Edition Medienwissenschaft
    Keywords: Media studies
    Abstract: Where do computer games »happen«? The articles collected in this pioneering volume explore the categories of »space«, »place« and »territory« featuring in most general theories of space to lay the groundwork for the study of spatiality in games. Shifting the focus away from earlier debates on, e.g., the narrative nature of games, this collection proposes, instead, that thorough attention be given to the tension between experienced spaces and narrated places as well as to the mapping of both of these
    Note: English
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  • 4
    ISBN: 9780814708903
    Language: English
    Pages: 1 online resource
    DDC: 303.48/33
    Keywords: Computers and civilization. ; Cyberspace Social aspects. ; Internet Social aspects. ; PSYCHOLOGY / Psychopathology / Dissociative Identity Disorder.
    Abstract: Starting in the early 1990s, journalists and scholars began responding to and trying to take account of new technologies and their impact on our lives. By the end of the decade, the full-fledged study of cyberculture had arrived. Today, there exists a large body of critical work on the subject, with cutting-edge studies probing beyond the mere existence of virtual communities and online identities to examine the social, cultural, and economic relationships that take place online.Taking stock of the exciting work that is being done and positing what cyberculture’s future might look like, Critical Cyberculture Studies brings together a diverse and multidisciplinary group of scholars from around the world to assess the state of the field. Opening with a historical overview of the field by its most prominent spokesperson, it goes on to highlight the interests and methodologies of a mobile and creative field, providing a much-needed how-to guide for those new to cyberstudies. The final two sections open up to explore issues of race, class, and gender and digital media's ties to capital and commerce-from the failure of dot-coms to free software and the hacking movement.This flagship book is a must-read for anyone interested in the dynamic and increasingly crucial study of cyberculture and new technologies.
    Note: Frontmatter -- , Contents -- , Foreword: Dreams of Fields: Possible Trajectories of Internet Studies -- , Introduction Where Is Internet Studies? -- , Part I Fielding the Field -- , Chapter 1 The Historiography of Cyberculture -- , Chapter 2 Cultural Difference, Theory, and Cyberculture Studies: A Case of Mutual Repulsion -- , Chapter 3 How We Became Postdigital: From CyberStudies to Game Studies -- , Chapter 4 Internet Studies in Times of Terror -- , Chapter 5 Catching the Waves: Considering Cyberculture, Technoculture, and Electronic Consumption -- , Chapter 6 Cyberculture Studies: An Antidisciplinary Approach (version 3.0) -- , Part II Critical Approaches and Methods -- , Chapter 7 Finding the Quality in Qualitative Research -- , Chapter 8 Web Sphere Analysis and Cybercultural Studies -- , Chapter 9 Connecting the Selves Computer-Mediated Identification Processes -- , Chapter 10 The Structural Problems of the Internet for Cultural Policy -- , Chapter 11 Cultural Considerations in Internet Policy and Design: A Case Study from Central Asia -- , Chapter 12 Bridging Cyberlife and Real Life: A Study of Online Communities in Hong Kong -- , Chapter 13 Overcoming Institutional Marginalization -- , Chapter 14 The Vertical (Layered) Net: Interrogating the Conditions of Network Connectivity -- , Chapter 15 The Construction of Cybersocial Reality -- , Part III Cultural Difference in/and Cyberculture -- , Chapter 16 E-scaping Boundaries: Bridging Cyberspace and Diaspora Studies through Nethnography -- , Chapter 17 An Interdisciplinary Approach to the Study of Cybercultures -- , Chapter 18 An Action Research (AR) Manifesto for Cyberculture Power to “Marginalized” Cultures of Difference -- , Chapter 19 Cyberstudies and the Politics of Visibility -- , Chapter 20 Disaggregation, Technology, and Masculinity: Elements of Internet Research -- , Chapter 21 Gender, Technology, and Visual Cyberculture: Virtually Women -- , Part IV Critical Histories of the Recent Past -- , Chapter 22 How Digital Technology Found Utopian Ideology: Lessons from the First Hackers’ Conference -- , Chapter 23 Government.com: ICTs and Reforming Governance in Asia -- , Chapter 24 Dot-Coms and Cyberculture Studies Amazon.com as a Case Study -- , Chapter 25 Associating Independents Business Relationships and the Culture of Independence in the Dot-Com Era -- , About the Contributors -- , Index , In English.
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  • 5
    ISBN: 9780814708903
    Language: English
    Pages: 1 Online-Ressource
    DDC: 303.48/33
    Keywords: PSYCHOLOGY / Psychopathology / Dissociative Identity Disorder ; Computers and civilization ; Cyberspace Social aspects ; Internet Social aspects
    Abstract: Starting in the early 1990s, journalists and scholars began responding to and trying to take account of new technologies and their impact on our lives. By the end of the decade, the full-fledged study of cyberculture had arrived. Today, there exists a large body of critical work on the subject, with cutting-edge studies probing beyond the mere existence of virtual communities and online identities to examine the social, cultural, and economic relationships that take place online.Taking stock of the exciting work that is being done and positing what cyberculture's future might look like, Critical Cyberculture Studies brings together a diverse and multidisciplinary group of scholars from around the world to assess the state of the field. Opening with a historical overview of the field by its most prominent spokesperson, it goes on to highlight the interests and methodologies of a mobile and creative field, providing a much-needed how-to guide for those new to cyberstudies. The final two sections open up to explore issues of race, class, and gender and digital media's ties to capital and commerce-from the failure of dot-coms to free software and the hacking movement.This flagship book is a must-read for anyone interested in the dynamic and increasingly crucial study of cyberculture and new technologies
    Note: Description based on online resource; title from PDF title page (publisher's Web site, viewed 29. Mrz 2022) , In English
    URL: Volltext  (URL des Erstveröffentlichers)
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