[PDF] Computerspielforschung Interdisziplin Re Einblicke In Das Digitale Spiel Und Seine Kulturelle Bedeutung - eBooks Review

Computerspielforschung Interdisziplin Re Einblicke In Das Digitale Spiel Und Seine Kulturelle Bedeutung


Computerspielforschung Interdisziplin Re Einblicke In Das Digitale Spiel Und Seine Kulturelle Bedeutung
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Computerspielforschung Interdisziplin Re Einblicke In Das Digitale Spiel Und Seine Kulturelle Bedeutung


Computerspielforschung Interdisziplin Re Einblicke In Das Digitale Spiel Und Seine Kulturelle Bedeutung
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Author : Ralf Biermann
language : de
Publisher: Verlag Barbara Budrich
Release Date : 2023-04-03

Computerspielforschung Interdisziplin Re Einblicke In Das Digitale Spiel Und Seine Kulturelle Bedeutung written by Ralf Biermann and has been published by Verlag Barbara Budrich this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023-04-03 with Social Science categories.


Computerspiele sind ein wichtiger Bestandteil der digitalisierten Medienkultur der Gegenwart. Seit der Jahrtausendwende ist auch das wissenschaftliche Interesse an digitalen Spielen und ihrer lebensweltlichen Bedeutung gestiegen. Die Digital Game Studies sind interdisziplinär angelegt, und der vorliegende Sammelband vermittelt einen breiten Einblick in aktuelle Ansätze, Modelle, Methoden und Ergebnisse verschiedener beteiligter Fachdisziplinen.



The Dark And The Light Side Of Gaming


The Dark And The Light Side Of Gaming
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Author : Felix Reer
language : en
Publisher: Frontiers Media SA
Release Date : 2024-01-23

The Dark And The Light Side Of Gaming written by Felix Reer and has been published by Frontiers Media SA this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-01-23 with Science categories.




Digitale Lebenswelt


Digitale Lebenswelt
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Author : Maria Schwartz
language : de
Publisher: Springer-Verlag
Release Date : 2024-06-03

Digitale Lebenswelt written by Maria Schwartz and has been published by Springer-Verlag this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-06-03 with Science categories.


Der Begriff der Lebenswelt ist ein genuin philosophischer Begriff, der ursprünglich in der Phänomenologie beheimatet ist und inzwischen von vielen anderen Fachwissenschaften sowie Fachdidaktiken aufgegriffen wurde. Geht es nun um die digitale Dimension der Lebenswelt oder – je nach Definition – die digitale Durchdringung derselben, ist die Forschung dementsprechend interdisziplinär aufgestellt. Ein spezifisch philosophischer Zugang zur ‚digitalen Lebenswelt‘ findet sich bis dato nur vereinzelt und soll mit diesem Band bewusst unternommen werden. Nach grundsätzlichen Überlegungen zum Begriff werden ausgewählte Phänomene unter den Aspekten des ‚Selbst‘ und der ‚Gemeinschaft‘ genauer betrachtet (z.B. Leiblichkeit, VR/AR, Internetpornografie, Metaversum, Soziale Netzwerke und digitale Teilhabe). Der letzte Teil befasst sich mit Computerspielen als Bereich, der besonders viele Anknüpfungspunkte philosophischer und ethischer Diskussion bietet.



Art Representation And Make Believe


Art Representation And Make Believe
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Author : Sonia Sedivy
language : en
Publisher: Routledge
Release Date : 2021-06-06

Art Representation And Make Believe written by Sonia Sedivy and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-06-06 with Philosophy categories.


This is the first collection of essays focused on the many-faceted work of Kendall L. Walton. Walton has shaped debate about the arts for the last 50 years. He provides a comprehensive framework for understanding arts in terms of the human capacity of make-believe that shows how different arts – visual, photographic, musical, literary, or poetic – can be explained in terms of complex structures of pretense, perception, imagining, empathy, and emotion. His groundbreaking work has been taken beyond aesthetics to address foundational issues concerning linguistic and scientific representations – for example, about the nature of scientific modelling or to explain how much of what we say is quite different from the literal meanings of our words. Contributions from a diverse group of philosophers probe Walton’s detailed proposals and the themes for research they open. The essays provide an overview of important debates that have Walton’s work at their core. This book will be of interest to scholars and graduate students working on aesthetics across the humanities, as well as those interested in the topic of representation and its intersection with perception, language, science, and metaphysics.



Aesthetics And Ethics


Aesthetics And Ethics
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Author : Jerrold Levinson
language : en
Publisher: Cambridge University Press
Release Date : 1998

Aesthetics And Ethics written by Jerrold Levinson and has been published by Cambridge University Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 1998 with Art categories.


This major collection of essays examines issues surrounding aesthetics and ethics.



Marvelous Images


Marvelous Images
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Author : Kendall Walton
language : en
Publisher: Oxford University Press
Release Date : 2008-04-23

Marvelous Images written by Kendall Walton and has been published by Oxford University Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2008-04-23 with Philosophy categories.


The twelve essays by Kendall Walton in this volume address a broad range of theoretical issues concerning the arts. Many of them apply to the arts generally-to literature, theater, film, music, and the visual arts-but several focus primarily on pictorial representation or photography. In "'How Marvelous!': Toward a Theory of Aesthetic Value" Walton introduces an innovative account of aesthetic value, and in this and other essays he explores relations between aesthetic value and values of other kinds, especially moral values. Two of the essays take on what has come to be called imaginative resistance-a cluster of puzzles that arise when works of fiction ask us to imagine or to accept as true in a fiction moral propositions that we find reprehensible in real life. "Transparent Pictures", Walton's classic and controversial account of what is special about photographic pictures, is included, along with a new essay on a curious but rarely noticed feature of photographs and other still pictures-the fact that a depiction of a momentary state of an object in motion allows viewers to observe that state, in imagination, for an extended period of time. Two older essays round out the collection-another classic, "Categories of Art", and a less well known essay, "Style and the Products and Processes of Art", which examines the role of appreciators' impressions of how a work of art came about, in understanding and appreciation. None of the reprinted essays is abridged, and new postscripts have been added to several of them.



Rules Of Play


Rules Of Play
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Author : Katie Salen Tekinbas
language : en
Publisher: MIT Press
Release Date : 2003-09-25

Rules Of Play written by Katie Salen Tekinbas and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2003-09-25 with Computers categories.


An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.



Ludotopia


Ludotopia
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Author : Espen Aarseth
language : en
Publisher: transcript Verlag
Release Date : 2019-08-31

Ludotopia written by Espen Aarseth and has been published by transcript Verlag this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-08-31 with Social Science categories.


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.



How To Make Believe


How To Make Believe
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Author : J. Alexander Bareis
language : en
Publisher: ISSN
Release Date : 2015

How To Make Believe written by J. Alexander Bareis and has been published by ISSN this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015 with Discourse analysis, Narrative categories.


A major question in studies of aesthetic expression is how we can understand and explain similarities and differences among different forms of representation. In the current volume, this question is addressed through the lens of make-believe theory, a philosophical theory broadly introduced by two seminal works - Kendall Walton's Mimesis as Make-Believe and Gregory Currie's The Nature of Fiction, both published 1990. Since then, make-believe theory has become central in the philosphical discussion of representation. As a first of its kind, the current volume comprises 17 detailed studies of highly different forms of representation, such as novels, plays, TV-series, role games, computer games, lamentation poetry and memoirs. The collection contributes to establishing make-believe theory as a powerful theoretical tool for a wide array of studies traditionally falling under the humanities umbrella.



Digital Games As History


Digital Games As History
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Author : Adam Chapman
language : en
Publisher: Routledge
Release Date : 2016-05-05

Digital Games As History written by Adam Chapman and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-05-05 with Social Science categories.


This book provides the first in-depth exploration of video games as history. Chapman puts forth five basic categories of analysis for understanding historical video games: simulation and epistemology, time, space, narrative, and affordance. Through these methods of analysis he explores what these games uniquely offer as a new form of history and how they produce representations of the past. By taking an inter-disciplinary and accessible approach the book provides a specific and firm first foundation upon which to build further examination of the potential of video games as a historical form.