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  • 2020-2024  (3)
  • 2005-2009  (7)
  • 1965-1969
  • 1960-1964
  • Ann Arbor, Michigan : ProQuest  (10)
  • Computer Science
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Year
  • 1
    Online Resource
    Online Resource
    Amsterdam : Amsterdam University Press | Ann Arbor, Michigan : ProQuest
    ISBN: 9789048555444
    Language: English
    Pages: 1 Online-Ressource (291 pages)
    Edition: 1st ed.
    Series Statement: MediaMatters Ser.
    DDC: 306.46
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    Keywords: Electronic books
    Note: Description based on publisher supplied metadata and other sources
    URL: Volltext  (kostenfrei)
    URL: Volltext  (kostenfrei)
    URL: Volltext  (kostenfrei)
    URL: Volltext  (kostenfrei)
    URL: Volltext  (kostenfrei)
    URL: Cover  (lizenzpflichtig)
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  • 2
    Online Resource
    Online Resource
    New Haven : Yale University Press | Ann Arbor, Michigan : ProQuest
    ISBN: 9780300271652
    Language: English
    Pages: 1 Online-Ressource (385 pages)
    DDC: 302.231
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    Keywords: Electronic books
    Note: Description based on publisher supplied metadata and other sources
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  • 3
    Online Resource
    Online Resource
    Weinheim : Wiley | Ann Arbor, Michigan : ProQuest
    ISBN: 9783527826988
    Language: German
    Pages: 1 Online-Ressource (256 Seiten) , Illustrationen
    Edition: 1. Auflage
    Series Statement: ... für Dummies
    Series Statement: Lernen einfach gemacht
    DDC: 302.3
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    Keywords: XING ; LinkedIn ; Soziales Netzwerk
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  • 4
    Online Resource
    Online Resource
    London : Taylor and Francis | Ann Arbor, Michigan : ProQuest
    ISBN: 9780203891650
    Language: English
    Pages: 1 Online-Ressource (553 pages)
    Edition: 1st ed.
    DDC: 306.487
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    Keywords: Computerspiel ; Soziales Lernen ; Lernspiel ; Aufsatzsammlung
    Abstract: Serious Games provides a thorough exploration of the claim that playing games can provide learning that is deep, sustained and transferable to the real world. "Serious games" is defined herein as any form of interactive computer-based game software for one or multiple players to be used on any platform and that has been developed to provide more than entertainment to players. With this volume, the editors address the gap in exisiting scholarship on gaming, providing an academic overview on the mechanisms and effects of serious games. Contributors investigate the psychological mechanisms that take place not only during gaming, but also in game selection, persistent play, and gaming impact. The work in this collection focuses on the desirable outcomes of digital game play. The editors distinguish between three possible effects -- learning, development, and change -- covering a broad range of serious games' potential impact. Contributions from internationally recognized scholars focus on five objectives: Define the area of serious games Elaborate on the underlying theories that explain suggested psychological mechanisms elicited through serious game play, addressing cognitive, affective and social processes Summarize the empirical evidence on the effectiveness of serious games, Introduce innovative research methods as a response to methodological challenges imposed through interactive media Discuss the possibilities and limitations of selected applications for educational purposes. Anchored primarily in social science research, the reader will be introduced to approaches that focus on the gaming process and the users' experiences. Additional perspectives will be provided in the concluding chapters, written from non-social science approaches by experts in academic game design and representatives of the gaming industry. The editors acknowledge the...
    Abstract: necessity for a broader interdisciplinary study of the phenomena and work to overcome the methodological divide in games research to look ahead to a more integrated and interdisciplinary study of digital games. This timely and singular volume will appeal to scholars, researchers, and graduate students working in media entertainment and game studies in the areas of education, media, communication, and psychology.
    Note: Description based on publisher supplied metadata and other sources
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  • 5
    Online Resource
    Online Resource
    Thousand Oaks : SAGE Publications | Ann Arbor, Michigan : ProQuest
    ISBN: 9781452245225
    Language: English
    Pages: 1 Online-Ressource (214 pages)
    Edition: 1st ed.
    DDC: 302.231
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    Keywords: Internet ; Online-Recherche ; Aufsatzsammlung
    Abstract: This collection of dialogues is the only textbook of its kind. Internet Inquiry: Conversations About Method takes students into the minds of top internet researchers as they discuss how they have worked through critical challenges as they research online social environments. Editors Annette N. Markham and Nancy K. Baym illustrate that good research choices are not random but are deliberate, studied, and internally consistent. Rather than providing single "how to" answers, this book presents distinctive and divergent viewpoints on how to think about and conduct qualitative internet studies.
    Note: Description based on publisher supplied metadata and other sources
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  • 6
    Online Resource
    Online Resource
    Berlin, Heidelberg : Springer Berlin Heidelberg | Ann Arbor, Michigan : ProQuest
    ISBN: 9783540482505
    Language: German
    Pages: 1 Online-Ressource (607 pages)
    Edition: 4th ed.
    DDC: 303.48
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    Keywords: Mensch-Maschine-Kommunikation ; Zukunft ; Alltag ; Arbeitswelt
    Abstract: Mit einem Nachwort des Autors.
    Note: Description based on publisher supplied metadata and other sources
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  • 7
    Online Resource
    Online Resource
    Berkshire : McGraw-Hill Education | Ann Arbor, Michigan : ProQuest
    ISBN: 9780335224876
    Language: English
    Pages: 1 Online-Ressource (182 pages)
    DDC: 306.46
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    Abstract: This book introduces the critical concepts and debates that are shaping the emerging field of game studies. Exploring games in the context of cultural studies and media studies, it analyses computer games as the most popular contemporary form of new media production and consumption. The book:. Argues for the centrality of play in redefining reading, consuming and creating culture. Offers detailed research into the political economy of games to generate a model of new media production. Examines the dynamics of power in relation to both the production and consumption of computer games. This is key reading for students, academics and industry practitioners in the fields of cultural studies, new media, media studies and game studies, as well as human-computer interaction and cyberculture.
    Note: Description based on publisher supplied metadata and other sources
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  • 8
    Online Resource
    Online Resource
    Cary : Oxford University Press | Ann Arbor, Michigan : ProQuest
    ISBN: 9780198034803
    Language: English
    Pages: 1 Online-Ressource (182 pages)
    DDC: 303.4833
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    Keywords: Internet ; Organisation ; Politische Kontrolle
    Abstract: Aims to dismiss the fashionable talk of both a 'borderless' net and of a single governing 'code'. Examining policy puzzles from e-commerce to privacy, speech and pornography, intellectual property, and cybercrime, this book demonstrates that individual governments, rather than private or global bodies, will play that dominant role in regulation.
    Note: Description based on publisher supplied metadata and other sources
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  • 9
    Online Resource
    Online Resource
    Florence : Taylor and Francis | Ann Arbor, Michigan : ProQuest
    ISBN: 9780203981047
    Language: English
    Pages: 1 Online-Ressource (287 pages)
    DDC: 302.23
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    Keywords: Geschichte ; Prognose ; Informationstechnik ; Prognose
    Abstract: The Soft Edge is a one-of-a-kind history of the information revolution. In his lucid and direct style, Paul Levinson, historian and philosopher of media and communications, gives us more than just a history of information technologies. The Soft Edge is a book about theories on the evolution of technology, the effects that human choice has on this (r)evolution, and what's in store for us in the future. Paul Levinson's engaging voice guides us on a tour that explains how communications media have been responsible for major developments in history and for profound changes in our day-to-day lives. Levinson presents the intriguing argument that technology actually becomes more human. We see how information technologies are selected on the basis of how well they meet human needs. Why is email more like speech than print is? Why didn't the arrival of television destroy the radio? These and many more thought provoking questions are answered in The Soft Edge. Boldly extending and deepening the pathways blazed by McLuhan, Paul Levinson has provided us with a brilliant and exciting study of life with our old media, our new media, and the media still to come.
    Note: Description based on publisher supplied metadata and other sources
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  • 10
    Online Resource
    Online Resource
    Berlin/Boston : De Gruyter | Ann Arbor, Michigan : ProQuest
    ISBN: 9783110935349
    Language: English
    Pages: 1 Online-Ressource (352 pages)
    Edition: 2nd ed.
    DDC: 352
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    Keywords: Informationsgesellschaft
    Note: Description based on publisher supplied metadata and other sources
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