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  • 1
    Book
    Book
    New York ; London ; Oxford ; New Delhi ; Sydney :Bloomsbury Academic,
    ISBN: 978-1-6235-6632-6 , 978-1-5013-1829-0
    Language: English
    Pages: 184 Seiten : , Illustrationen.
    Parallel Title: Erscheint auch als
    Parallel Title: Erscheint auch als
    Parallel Title: Erscheint auch als
    DDC: 794.8083
    RVK:
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    Keywords: SOCIAL SCIENCE / Media Studies ; EDUCATION / Non-Formal Education ; Gesellschaft ; Video games Social aspects ; Virtual reality ; Play environments ; SOCIAL SCIENCE / Media Studies ; EDUCATION / Non-Formal Education ; Kind. ; Spiel. ; Alltag. ; Neue Medien. ; Computerspiel. ; Online-Spiel. ; Medienpädagogik. ; Virtuelle Realität. ; Kind ; Spiel ; Alltag ; Neue Medien ; Kind ; Computerspiel ; Online-Spiel ; Kind ; Computerspiel ; Medienpädagogik ; Virtuelle Realität
    Abstract: "Game studies is a rapidly developing field across the world, with a growing number of dedicated courses addressing video games and digital play as significant phenomena in contemporary everyday life and media cultures. Seth Giddings looks to fill a gap by focusing on the relationship between the actual and virtual worlds of play in everyday life. He addresses both the continuities and differences between digital play and longer-established modes of play. The 'gameworlds' title indicates both the virtual world designed into the videogame and the wider environments in which play is manifested: social relationships between players; hardware and software; between the virtual worlds of the game and the media universes they extend (e.g. Poke;mon, Harry Potter, Lego, Star Wars); and the gameworlds generated by children's imaginations and creativity (through talk and role-play, drawings and outdoor play). The gameworld raises questions about who, and what, is in play. Drawing on recent theoretical work in science and technology studies, games studies and new media studies, a key theme is the material and embodied character of these gameworlds and their components (players' bodies, computer hardware, toys, virtual physics, and the physical environment). Building on detailed small-scale ethnographic case studies, Gameworlds is the first book to explore the nature of play in the virtual worlds of video games and how this play relates to, and crosses over into, everyday play in the actual world"..
    Note: Includes bibliographical references and index
    URL: Volltext  (kostenfrei)
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  • 2
    Book
    Book
    London [u.a.] : Routledge
    ISBN: 0415469139 , 0415469147 , 9780415469135 , 9780415469142
    Language: English
    Pages: XIV, 514 S , Ill
    DDC: 302.23
    RVK:
    Keywords: Technology Social aspects ; Technology and civilization ; Digital media Social aspects ; Communication and culture ; Aufsatzsammlung ; Neue Medien ; Kulturwandel ; Sozialer Wandel
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  • 3
    ISBN: 9780415431613 , 0415431611 , 9780415431606 , 0415431603
    Language: English
    Pages: xvi, 446 Seiten , Illustrationen , 25 cm
    Edition: second edition
    DDC: 302.23
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    Keywords: Mass media Technological innovations ; Neue Medien ; Massenmedien ; Wirkung ; Neue Medien ; Massenmedien ; Wirkung ; Informationstechnik ; Interaktive Medien
    Note: Previous ed.: 2003 , Literaturverzeichnis: Seite 413-417
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  • 4
    Book
    Book
    London [u.a.] : Routledge
    ISBN: 9780415469142 , 9780415469135 , 0415469139 , 0415469147
    Language: English
    Pages: XIV, 514 S. , Ill., graph. Darst.
    Edition: 1. publ.
    DDC: 302.23
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    Keywords: Gesellschaft ; Technology Social aspects ; Technology and civilization ; Digital media Social aspects ; Communication and culture ; Neue Technologie ; Neue Medien ; Einführung ; Einführung ; Einführung ; Aufsatzsammlung ; Neue Medien ; Neue Technologie
    Note: Includes bibliographical references and index
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  • 5
    Online Resource
    Online Resource
    [Erscheinungsort nicht ermittelbar] : Bloomsbury Academic
    Language: English
    Pages: 1 Online-Ressource
    Keywords: Media studies
    Abstract: Game studies is a rapidly developing field across the world, with a growing number of dedicated courses addressing video games and digital play as significant phenomena in contemporary everyday life and media cultures. Seth Giddings looks to fill a gap by focusing on the relationship between the actual and virtual worlds of play in everyday life. He addresses both the continuities and differences between digital play and longer-established modes of play. The 'gameworlds' title indicates both the virtual world designed into the videogame and the wider environments in which play is manifested: social relationships between players; hardware and software; between the virtual worlds of the game and the media universes they extend (e.g. Pokémon, Harry Potter, Lego, Star Wars); and the gameworlds generated by children's imaginations and creativity (through talk and role-play, drawings and outdoor play). The gameworld raises questions about who, and what, is in play. Drawing on recent theoretical work in science and technology studies, games studies and new media studies, a key theme is the material and embodied character of these gameworlds and their components (players' bodies, computer hardware, toys, virtual physics, and the physical environment). Building on detailed small-scale ethnographic case studies, Gameworlds is the first book to explore the nature of play in the virtual worlds of video games and how this play relates to, and crosses over into, everyday play in the actual world
    Note: English
    Library Location Call Number Volume/Issue/Year Availability
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  • 6
    Online Resource
    Online Resource
    [Erscheinungsort nicht ermittelbar] : Bloomsbury Academic
    ISBN: 9781623566326 , 9781501318290
    Language: English
    Pages: 1 Online-Ressource
    Keywords: Media studies
    Abstract: Game studies is a rapidly developing field across the world, with a growing number of dedicated courses addressing video games and digital play as significant phenomena in contemporary everyday life and media cultures. Seth Giddings looks to fill a gap by focusing on the relationship between the actual and virtual worlds of play in everyday life. He addresses both the continuities and differences between digital play and longer-established modes of play. The 'gameworlds' title indicates both the virtual world designed into the videogame and the wider environments in which play is manifested: social relationships between players; hardware and software; between the virtual worlds of the game and the media universes they extend (e.g. Pokémon, Harry Potter, Lego, Star Wars); and the gameworlds generated by children's imaginations and creativity (through talk and role-play, drawings and outdoor play). The gameworld raises questions about who, and what, is in play. Drawing on recent theoretical work in science and technology studies, games studies and new media studies, a key theme is the material and embodied character of these gameworlds and their components (players' bodies, computer hardware, toys, virtual physics, and the physical environment). Building on detailed small-scale ethnographic case studies, Gameworlds is the first book to explore the nature of play in the virtual worlds of video games and how this play relates to, and crosses over into, everyday play in the actual world
    Note: English
    Library Location Call Number Volume/Issue/Year Availability
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