Ihre E-Mail wurde erfolgreich gesendet. Bitte prüfen Sie Ihren Maileingang.

Leider ist ein Fehler beim E-Mail-Versand aufgetreten. Bitte versuchen Sie es erneut.

Vorgang fortführen?

Exportieren
  • 1
    Online-Ressource
    Online-Ressource
    Newcastle : Cambridge Scholars
    ISBN: 9781443806664 , 1443806668
    Sprache: Englisch
    Seiten: Online Ressource (viii, 321 pages)
    Paralleltitel: Erscheint auch als Computer culture reader
    DDC: 303.4834
    Schlagwort(e): Computers Social aspects ; Computers Social aspects ; Computers Social aspects ; Computer ; Kultur ; Gesellschaft ; Ethical & social aspects of IT ; COMPUTERS ; Social Aspects ; General ; Cultural studies ; Electronic books ; Electronic books
    Kurzfassung: More real than real: the un-reality of World of Warcraft / Marlin Bates -- We are blog: implications of viewing the blogosphere as a system / Andrew Chen -- Speech hacks / James Brown -- The personal as public: identity construction/fragmentation online / James Schirmer -- New media objects of WWII: Kenneth Burke's intersection with computer culture / Jason Thompson -- The new literacy challenge: coming to terms with the processes and practices of digitization / Jeff Rutenbeck -- Aesthetic reproduction in Japanese computer culture: the dialectical histories of manga, anime, and computer games / Jennifer deWinter -- Fantasy and finance: play money and computer game culture / Joyce Goggin -- Codifying crime: a hacker's guide to computer culture / Kevin Moberly -- Through an interface darkly: consumer power and agency on the commercial web / Kylie Jarrett -- Death by computer / Marcel O'Gorman -- Dionysius and Savonarola: the historic split in web design / Margaret Batschelet -- The uneasy co-existence of a "culture of ease" and a "culture of dummies" / Mary-Louise Craven -- "Nothing but severed heads in jars": the transhumanist vision and theories of technology / Ron Scott -- Art in the age of cyberia: the obsolescence of the original? / Monica Kjellman-Chapin -- Playing with the past / Nicholas White -- Appendix: Chronology of computer culture / Daniel Griffin.
    Anmerkung: Includes bibliographical references. - Print version record
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
    BibTip Andere fanden auch interessant ...
  • 2
    Online-Ressource
    Online-Ressource
    Newcastle : Cambridge Scholars
    ISBN: 9781443806664 , 1443806668 , 9781847185563 , 1847185568
    Sprache: Englisch
    Seiten: viii, 321 pages
    DDC: 303.4834
    Schlagwort(e): Computers / Social aspects ; COMPUTERS / Social Aspects / General ; Computer ; Kultur ; Gesellschaft ; Computers / Social aspects ; Gesellschaft ; Computers Social aspects ; Computer ; Kultur ; Gesellschaft ; Aufsatzsammlung ; Computer ; Kultur ; Gesellschaft
    Anmerkung: Includes bibliographical references , More real than real: the un-reality of World of Warcraft / Marlin Bates -- We are blog: implications of viewing the blogosphere as a system / Andrew Chen -- Speech hacks / James Brown -- The personal as public: identity construction/fragmentation online / James Schirmer -- New media objects of WWII: Kenneth Burke's intersection with computer culture / Jason Thompson -- The new literacy challenge: coming to terms with the processes and practices of digitization / Jeff Rutenbeck -- Aesthetic reproduction in Japanese computer culture: the dialectical histories of manga, anime, and computer games / Jennifer deWinter -- Fantasy and finance: play money and computer game culture / Joyce Goggin -- Codifying crime: a hacker's guide to computer culture / Kevin Moberly -- Through an interface darkly: consumer power and agency on the commercial web / Kylie Jarrett -- Death by computer / Marcel O'Gorman -- Dionysius and Savonarola: the historic split in web design / Margaret Batschelet -- The uneasy co-existence of a "culture of ease" and a "culture of dummies" / Mary-Louise Craven -- "Nothing but severed heads in jars": the transhumanist vision and theories of technology / Ron Scott -- Art in the age of cyberia: the obsolescence of the original? / Monica Kjellman-Chapin -- Playing with the past / Nicholas White -- Appendix: Chronology of computer culture / Daniel Griffin
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
    BibTip Andere fanden auch interessant ...
  • 3
    Online-Ressource
    Online-Ressource
    Newcastle : Cambridge Scholars
    ISBN: 1847185568 , 9781847185563
    Sprache: Englisch
    Seiten: Online-Ressource (viii, 321 p)
    Ausgabe: Online-Ausg. 2013 Electronic reproduction; Available via World Wide Web
    Paralleltitel: Print version The Computer Culture Reader
    DDC: 303.4834
    Schlagwort(e): Computers Social aspects
    Beschreibung / Inhaltsverzeichnis: TABLE OF CONTENTS; LIST OF ILLUSTRATIONS; LIST OF TABLES; INTRODUCTION; CHAPTER ONE; CHAPTER TWO; CHAPTER THREE; CHAPTER FOUR; CHAPTER FIVE; CHAPTER SIX; CHAPTER SEVEN; CHAPTER EIGHT; CHAPTER NINE; CHAPTER TEN; CHAPTER ELEVEN; CHAPTER TWELVE; CHAPTER THIRTEEN; CHAPTER FOURTEEN; CHAPTER FIFTEEN; CHAPTER SIXTEEN; APPENDIX; NOTES; REFERENCES; CONTRIBUTORS
    Anmerkung: Includes bibliographical references , Electronic reproduction; Available via World Wide Web
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
    BibTip Andere fanden auch interessant ...
  • 4
    Online-Ressource
    Online-Ressource
    Ann Arbor : University of Michigan Press
    ISBN: 0472900102 , 0472121146 , 0472052691 , 0472072692 , 9780472121144 , 9780472052691 , 9780472121144 , 9780472072699 , 9780472900107
    Sprache: Englisch
    Seiten: 1 Online-Ressource (154 pages)
    Serie: Landmark video games
    Paralleltitel: Erscheint auch als Ruggill, Judd Ethan Tempest
    Schlagwort(e): Video games Design ; History ; Video games Social aspects ; Tempest (Video game) ; Tempest (Video game) ; Video games ; Design ; Video games ; Social aspects ; Videospiel ; Ästhetik ; Design ; United States ; History ; History ; COMPUTERS ; General
    Kurzfassung: "Atari's 1981 arcade hit Tempest was a "tube shooter" built around glowing, vector-based geometric shapes. Among its many important contributions to both game and cultural history, Tempest was one of the first commercial titles to allow players to choose the game's initial play difficulty (a system Atari dubbed "SkillStep"), a feature that has since became standard for games of all types. Tempest was also one of the most aesthetically impactful games of the twentieth century, lending its crisp, vector aesthetic to many subsequent movies, television shows, and video games. In this book, Ruggill and McAllister enumerate and analyze Tempest's landmark qualities, exploring the game's aesthetics, development context, and connections to and impact on video game history and culture. By describing the game in technical, historical, and ludic detail, they unpack the game's latent and manifest audio-visual iconography and the ideological meanings this iconography evokes."--Publisher's description
    Kurzfassung: Reading Tempest -- A genealogy of Tempest -- Contexts -- Life after Tempest.
    Anmerkung: Includes bibliographical references and index
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
    BibTip Andere fanden auch interessant ...
  • 5
    Online-Ressource
    Online-Ressource
    Cham : Springer International Publishing | Cham : Imprint: Palgrave Macmillan
    ISBN: 9783031415043
    Sprache: Englisch
    Seiten: 1 Online-Ressource(XXIII, 286 p. 12 illus.)
    Ausgabe: 1st ed. 2024.
    Serie: Palgrave Games in Context
    Paralleltitel: Erscheint auch als
    Paralleltitel: Erscheint auch als
    Paralleltitel: Erscheint auch als
    DDC: 306.487
    Schlagwort(e): Games. ; Popular Culture. ; Ethnology ; Culture.
    Kurzfassung: 1. Introduction -- Part I: HISTORY -- 2. “The History of the Twentieth-Century Chinese Game Industry: The Practice of Domestic Games as Evidence” (Jian Deng, PhD, postdoc researcher, Peking University) -- 3. “From Game Addiction to Game Culture: The Panorama of Chinese Video Game Research” (Jing Sun, PhD, Director of Game Research Center at Perfect World) -- Part II: ECONOMICS, INDUSTRIAL ORGANIZATION, AND POLICY -- 4. “Exploring Cultural Policy and Gaming Entrepreneurship in Shanghai: An Entrepreneurial Ecosystem Perspective” (Gejun Huang, PhD, assistant prof, Soochow University) -- 5. “Online Streaming and Digital Distribution Platforms: The Introduction of Western Games to Chinese Markets” (Mateusz Felczak, PhD, SWPS University of Social Sciences and Humanities) -- 6. “Japanese Game Company Strategies for Entering China: Comparative Case Studies from 1989 to 2019” (Akinori Nakamura, PhD, professor, Ritsumeikan University) -- Part III: PLAYER STUDIES -- 7. “Competitive, Emotional, and Social: The In-Game Purchase Mechanism and Player Motivations in Onmyoji” (Shule Cao, PhD, associate professor,Tsinghua University, and Xinyi Xu, MA student, University College of London) -- 8. “Real Emotions in Virtual Play: The Impact of Honor of Kings on Players’ Attitudes toward and Cognition of Historical Figures” (Wei He, PhD, associate professor and Yue Li, MA student, Beijing Normal University) -- Part IV: CULTURE -- 9. “Fan Empowerment and the Voice of the Production Sectors: A Discourse Analysis of the Contemporary Gaming Culture in China” (Boris L. F. Pun, PhD, postdoc fellow, Chinese University of Hong Kong) -- 10. “Women’s Esports in Hong Kong” (Hanna Wirman, PhD, associate professor, IT University of Copenhagen, and Rhys Jones, PhD, research associate, Hong Kong Polytechnic University) -- 11. “The Rise of Senior Gamers in the Greater China Region: A Text-Mining Analysis of Digital Game Industry Discourses” (Kenneth C. C. Yang, PhD, professor, University of Texas at El Paso, and Yowei Kang, PhD, assistant professor, National Taiwan Ocean University).
    Kurzfassung: The recent and dramatic development of China’s economy and international political muscle is especially pronounced in the country’s video game industry. Now the largest of its kind in the world by gross revenue, the Chinese video game industry impacts every player in the global game market and has begun to directly influence the nature of the video game medium itself. From its conceptualization of the player as a category and commodity, to its approach to the design, development, and marketing of products and services, the Chinese game industry is engaging in a complex, innovative, and fascinating reimagining of the video game as a cultural and industrial force. The purpose of The Chinese Video Game Industry is to help introduce and investigate this industrial and cultural powerhouse. The book’s contributors array the industry across its history, economics, organization, politics, and cultures, documenting its rise, exploring its operational, cultural, and aesthetic characteristics, and capturing its context vis-à-vis the global media landscape. In so doing, the contributors provide a robust resource for anyone interested in studying, building, or even simply appreciating games. Feng Chen is Student Affairs Counselor in the International Cooperation & Student Affairs Office at Shenzhen Technology University. He holds a PhD in East Asian Studies from the University of Arizona. Ken S. McAllister is the Associate Dean of Research & Program Innovation in the College of Humanities at the University of Arizona, where he is also a Professor in the Department of Public & Applied Humanities. Judd Ethan Ruggill is Professor and Head of the Department of Public & Applied Humanities at the University of Arizona. He and Ken McAllister co-direct the Learning Games Initiative (lgira.mesmernet.org), a transdisciplinary, inter-institutional research group they co-founded in 1999 to study, teach with, build, and archive games.
    URL: Volltext  (URL des Erstveröffentlichers)
    URL: Volltext  (URL des Erstveröffentlichers)
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
    BibTip Andere fanden auch interessant ...
Schließen ⊗
Diese Webseite nutzt Cookies und das Analyse-Tool Matomo. Weitere Informationen finden Sie hier...