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  • 1
    Book
    Book
    Lanham, Md. [u.a.] : Univ. Press of America
    ISBN: 0761816674 , 0761816682
    Language: English
    Pages: XII, 319 S.
    DDC: 303.48/33
    RVK:
    RVK:
    Keywords: Digitaltechnik ; Kunst ; Kommunikationstechnik ; Sozialer Wandel
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  • 2
    Book
    Book
    New York ; London : Routledge
    ISBN: 9780415722872 , 9780415722919
    Language: English
    Pages: xxv, 296 Seiten , Illustrationen , 24 cm
    Parallel Title: Erscheint auch als
    DDC: 688.7/25
    RVK:
    Keywords: LEGO toys ; Educational toys ; Popular culture
    Note: Includes bibliographical references and index
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  • 3
    Book
    Book
    New York, NY [u.a.] : Routledge, Taylor & Francis Group
    ISBN: 9780415722872 , 9780415722919
    Language: English
    Pages: XXV, 296 Seiten , Illustrationen , 24 cm
    Edition: First published
    Parallel Title: Erscheint auch als Wolf, Mark J.P. LEGO Studies
    DDC: 688.7/25
    RVK:
    RVK:
    Keywords: LEGO toys ; Educational toys ; Popular culture
    Note: Includes bibliographical references and index
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  • 4
    Online Resource
    Online Resource
    Florence : Taylor and Francis | Ann Arbor, Michigan : ProQuest
    ISBN: 9781136220814
    Language: English
    Pages: 1 Online-Ressource (409 pages)
    DDC: 302.23
    RVK:
    Keywords: Fantasiewelt ; Imaginärer Schauplatz ; Literatur ; Medien
    Abstract: Mark J.P. Wolf's study of imaginary worlds theorizes world-building within and across media, including literature, comics, film, radio, television, board games, video games, the Internet, and more. Building Imaginary Worlds departs from prior approaches to imaginary worlds that focused mainly on narrative, medium, or genre, and instead considers imaginary worlds as dynamic entities in and of themselves. Wolf argues that imaginary worlds-which are often transnarrative, transmedial, and transauthorial in nature-are compelling objects of inquiry for Media Studies. Chapters touch on: a theoretical analysis of how world-building extends beyond storytelling, the engagement of the audience, and the way worlds are conceptualized and experienced a history of imaginary worlds that follows their development over three millennia from the fictional islands of Homer's Odyssey to the present internarrative theory examining how narratives set in the same world can interact and relate to one another an examination of transmedial growth and adaptation, and what happens when worlds make the jump between media an analysis of the transauthorial nature of imaginary worlds, the resulting concentric circles of authorship, and related topics of canonicity, participatory worlds, and subcreation's relationship with divine Creation Building Imaginary Worlds also provides the scholar of imaginary worlds with a glossary of terms and a detailed timeline that spans three millennia and more than 1,400 imaginary worlds, listing their names, creators, and the works in which they first appeared.
    Note: Description based on publisher supplied metadata and other sources
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  • 5
    Online Resource
    Online Resource
    München : neobooks
    ISBN: 9783748593379
    Language: German
    Pages: Online-Ressource, 289 Seiten
    DDC: 810
    Keywords: Roman ; Bonn ; Toskana ; (Produktform)Electronic book text ; (VLB-WN)9114
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  • 6
    Online Resource
    Online Resource
    Ann, Arbor, MI : University of Michigan Press
    ISBN: 0472027492 , 0472900323 , 0472071491 , 0472051490 , 9780472071494 , 9780472900329 , 9780472051496 , 9780472027491
    Language: English
    Pages: 1 Online-Ressource (125 pages) , illustrations
    Series Statement: Landmark video games
    Uniform Title: Digital culture books
    Parallel Title: Erscheint auch als Wolf, Mark J.P Myst and Riven
    Keywords: Myst ; Riven ; Computer adventure games ; Myst ; Riven ; GAMES ; Video & Electronic ; GAMES ; General ; Computer adventure games
    Abstract: "Myst and Riven is well-written, interesting, on-topic, insightful, and a real pleasure to read."--Edward Castronova, Indiana University Video games have become a major cultural force, and within their history, Myst and its sequel Riven stand out as influential examples. Myst and Riven: The World of the D'ni is a close analysis of two of the most popular and significant video games in the history of the genre, investigating in detail their design, their functionality, and the gameplay experience they provide players. While scholarly close analysis has been applied to films for some time now, it has only rarely been applied at this level to video games. Mark J.P. Wolf uses elements such as graphics and sound, the games' mood and atmosphere and how they are generated, the geography and design of the digital worlds, and the narrative structures of the games to examine their appeal to both critical and general audiences, their legacy, and what made them great. Myst and Riven is the inaugural book in the Landmark Video Games series, edited by Mark J.P. Wolf and Bernard Perron, which is the first series to examine individual video games of historical significance
    Abstract: The Myst Phenomenon --Myst and the Adventure Game Genre --Early Works of the Miller Brothers --The World of Myst --Myst Island --The Stoneship Age --The Channelwood Age --The Mechanical Age --The Selenitic Age --Dunny (D'Ni) --The Rime Age --Beyond the Game: The Other Myst Products --From Myst to Riven: Subcreation and Expansion --The World of Riven --Temple Island (Dome Island) --Jungle Island (Village Island) --Tay (The Rebel Age) --Book Assembly Island (Crater Island) --Survey Island (Map or Garden Island) --The 233rd Age (Gehn's Office and Bedroom) --Prison Island --Riven's Fortunes and the Rest of the Myst Series --Myst's and Riven's Influence on the Adventure Game Genre.
    Note: Includes bibliographical references and index , English
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  • 7
    Online Resource
    Online Resource
    Hoboken : Taylor and Francis
    ISBN: 9780415722872
    Language: English
    Pages: Online-Ressource (323 p)
    Parallel Title: Print version LEGO Studies : Examining the Building Blocks of a Transmedial Phenomenon
    Parallel Title: Erscheint auch als LEGO studies
    DDC: 688.725
    RVK:
    RVK:
    Keywords: LEGO toys.. ; Educational toys.. ; Popular culture ; Electronic books ; Electronic books
    Abstract: Since the ""Automatic Binding Bricks"" that LEGO produced in 1949, and the LEGO ""System of Play"" that began with the release of Town Plan No. 1 (1955), LEGO bricks have gone on to become a global phenomenon, and the favorite building toy of children, as well as many an AFOL (Adult Fan of LEGO). LEGO has also become a medium into which a wide number of media franchises, including Star Wars, Harry Potter, Pirates of the Caribbean, Batman, Superman, Lord of the Rings, and others, have adapted their characters, vehicles, props, and settings. The LEGO Group itself has become a multimedia empire
    Description / Table of Contents: Cover; Title; Copyright; CONTENTS; List of Figures; Acknowledgments; About the Contributors; Institutions; Prolegomena; 1 The Cultural History of LEGO; 2 Adapting the Death Star into LEGO: The Case of LEGO Set #10188; 3 Middle-earth and LEGO (Re)creation; 4 Myth Blocks: How LEGO Transmedia Configures and Remixes Mythic Structures in the Ninjago and Chima Themes; 5 Chicks with Bricks: Building Creativity Across Industrial Design Cultures and Gendered Construction Play; 6 (Un)blocking the Transmedial Character: Digital Abstraction as Franchise Strategy in Traveller's Tales' LEGO Games
    Description / Table of Contents: 7 Playset Nostalgia: LEGO Star Wars: The Video Game and the Transgenerational Appeal of the LEGO Video Game Franchise8 Brick by Brick: Modularity and Programmability in MINDSTORMS and Gaming; 9 Building the LEGO Classroom; 10 The LEGO System as a Tool for Thinking, Creativity, and Changing the World; 11 LEGO: The Imperfect Art Tool; 12 LEGO Art Engages People; 13 The Virtualization of LEGO; 14 Bright Bricks, Dark Play: On the Impossibility of Studying LEGO; 15 Afterword: D.I.Y. Disciplinarity-(Dis)Assembling LEGO Studies for the Academy; Appendix: Resource Guide for LEGO Scholarship; Index
    Note: Description based upon print version of record
    URL: Volltext  (lizenzpflichtig)
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  • 8
    Book
    Book
    New York [u.a.] : Lang
    ISBN: 0820452718
    Language: English
    Pages: VI, 262 p , Ill
    Series Statement: Digital formations 3
    Series Statement: Digital formations
    DDC: 303.4833
    RVK:
    RVK:
    RVK:
    Keywords: Internet Moral and ethical aspects ; Computers and civilization ; Aufsatzsammlung ; Bibliografie ; Aufsatzsammlung ; Bibliografie ; Aufsatzsammlung ; Bibliografie ; Neue Medien ; Norm ; Soziokultureller Wandel
    Description / Table of Contents: Includes bibliographical references
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  • 9
    Online Resource
    Online Resource
    [Erscheinungsort nicht ermittelbar] : Routledge | Boston, MA : Safari
    ISBN: 9781136220807
    Language: English
    Pages: 1 online resource (394 pages)
    Edition: 1st edition
    Keywords: Electronic books ; local
    Abstract: Mark J.P. Wolf’s study of imaginary worlds theorizes world-building within and across media, including literature, comics, film, radio, television, board games, video games, the Internet, and more. Building Imaginary Worlds departs from prior approaches to imaginary worlds that focused mainly on narrative, medium, or genre, and instead considers imaginary worlds as dynamic entities in and of themselves. Wolf argues that imaginary worlds—which are often transnarrative, transmedial, and transauthorial in nature—are compelling objects of inquiry for Media Studies. Chapters touch on: a theoretical analysis of how world-building extends beyond storytelling, the engagement of the audience, and the way worlds are conceptualized and experienced a history of imaginary worlds that follows their development over three millennia from the fictional islands of Homer’s Odyssey to the present internarrative theory examining how narratives set in the same world can interact and relate to one another an examination of transmedial growth and adaptation, and what happens when worlds make the jump between media an analysis of the transauthorial nature of imaginary worlds, the resulting concentric circles of authorship, and related topics of canonicity, participatory worlds, and subcreation’s relationship with divine Creation Building Imaginary Worlds also provides the scholar of imaginary worlds with a glossary of terms and a detailed timeline that spans three millennia and more than 1,400 imaginary worlds, listing their names, creators, and the works in which they first appeared.
    Note: Online resource; Title from title page (viewed March 14, 2014) , Mode of access: World Wide Web.
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  • 10
    Online Resource
    Online Resource
    Ann Arbor : University of Michigan Press
    ISBN: 9780472071494
    Language: English
    Pages: 1 Online-Ressource (134 p.)
    Keywords: Computer games / online games: strategy guides ; Hobbies, quizzes & games
    Abstract: Video games have become a major cultural force, and within their history, Myst and its sequel Riven stand out as influential examples. Myst and Riven: The World of the D'ni is a close analysis of two of the most popular and significant video games in the history of the genre, investigating in detail their design, their functionality, and the gameplay experience they provide players. While scholarly close analysis has been applied to films for some time now, it has only rarely been applied at this level to video games. Mark J. P. Wolf uses elements such as graphics and sound, the games' mood and atmosphere and how they are generated, the geography and design of the digital worlds, and the narrative structures of the games to examine their appeal to both critical and general audiences, their legacy, and what made them great
    Note: English
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