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Digitalisierung Des Spiels


Digitalisierung Des Spiels
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Digitalisierung Des Spiels


Digitalisierung Des Spiels
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Author : Felix Raczkowski
language : de
Publisher:
Release Date : 2018

Digitalisierung Des Spiels written by Felix Raczkowski and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018 with categories.




Computer Games And New Media Cultures


Computer Games And New Media Cultures
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Author : Johannes Fromme
language : en
Publisher: Springer Science & Business Media
Release Date : 2012-06-14

Computer Games And New Media Cultures written by Johannes Fromme and has been published by Springer Science & Business Media this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012-06-14 with Education categories.


Digital gaming is today a significant economic phenomenon as well as being an intrinsic part of a convergent media culture in postmodern societies. Its ubiquity, as well as the sheer volume of hours young people spend gaming, should make it ripe for urgent academic enquiry, yet the subject was a research backwater until the turn of the millennium. Even today, as tens of millions of young people spend their waking hours manipulating avatars and gaming characters on computer screens, the subject is still treated with scepticism in some academic circles. This handbook aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conferences and publications. As an overview of the current state of research into digital gaming, the 42 papers included in this handbook focus on the social and cultural relevance of gaming. In doing so, they provide an alternative perspective to one-dimensional studies of gaming, whose agendas do not include cultural factors. The contributions, which range from theoretical approaches to empirical studies, cover various topics including analyses of games themselves, the player-game interaction, and the social context of gaming. In addition, the educational aspects of games and gaming are treated in a discrete section. With material on non-commercial gaming trends such as ‘modding’, and a multinational group of authors from eleven nations, the handbook is a vital publication demonstrating that new media cultures are far more complex and diverse than commonly assumed in a debate dominated by concerns over violent content.



New Perspectives On The Social Aspects Of Digital Gaming


New Perspectives On The Social Aspects Of Digital Gaming
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Author : Rachel Kowert
language : en
Publisher: Taylor & Francis
Release Date : 2017-02-10

New Perspectives On The Social Aspects Of Digital Gaming written by Rachel Kowert and has been published by Taylor & Francis this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-02-10 with Social Science categories.


Expanding on the work in the volume Multiplayer, this new book explores several other areas related to social gaming in detail. The aim is to go beyond a typical "edited book" concept, and offer a very concise volume with several focal points that are most relevant for the current debate about multiplayer games, both in academia and society. As a result, the volume offers the latest research findings on online gaming, social forms of gaming, identification, gender issues and games for change, primarily applying a social-scientific approach.



Understanding Digital Games


Understanding Digital Games
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Author : Jason Rutter
language : en
Publisher: SAGE
Release Date : 2006-04-20

Understanding Digital Games written by Jason Rutter and has been published by SAGE this book supported file pdf, txt, epub, kindle and other format this book has been release on 2006-04-20 with Language Arts & Disciplines categories.


There are an increasing number of courses on digital games and gaming, following the rise in the popularity of games themselves. Amongst these practical courses, there are now theoretical courses appearing on gaming on media, film and cultural studies degree programmes. The aim of this book is to satisfy the need for a single accessible textbook which offers a broad introductions to the range of literatures and approaches currently contributing to digital game research. Each of the chapters will outline key theoretical perspectives, theorists and literatures to demonstrate their relevance to, and use in, the study of digital games.



Europ Isierung Und Digitaler Wandel Als Herausforderungen Der Deutschen Gl Cksspielregulierung


Europ Isierung Und Digitaler Wandel Als Herausforderungen Der Deutschen Gl Cksspielregulierung
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Author : Jörg Philipp Terhechte
language : de
Publisher:
Release Date : 2020-02

Europ Isierung Und Digitaler Wandel Als Herausforderungen Der Deutschen Gl Cksspielregulierung written by Jörg Philipp Terhechte and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-02 with categories.


Digitalisierung und Europaisierung verkorpern die zentralen Herausforderungen fur eine moderne Regulierung von Glucksspielen in Deutschland. Durch den Einfluss des EU-Rechts ist es in den letzten Jahren immer wieder zu Diskussionen gekommen, ob der deutsche Regulierungsrahmen noch den Anforderungen, die sich aus dem Binnenmarktprogramm der EU ergeben, entspricht. Auch die Verlagerung des Glucksspiels auf digitale Spielformate fordert den staatlichen Regulierungsauftrag heraus. Beide Phanomene werden in dem Band eingehend analysiert. Die Beitrage zeigen, dass der deutsche Regulierungsrahmen wenig zukunftsfest und kaum in der Lage ist, die unterschiedlichen Erwartungen und Bedurfnisse miteinander in Einklang zu bringen. Vor dem Hintergrund dieser Analysen werden verschiedene Reformoptionen und -zwange aufgezeigt



Alternate Reality Games And The Cusp Of Digital Gameplay


Alternate Reality Games And The Cusp Of Digital Gameplay
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Author : Antero Garcia
language : en
Publisher: Bloomsbury Publishing USA
Release Date : 2017-04-20

Alternate Reality Games And The Cusp Of Digital Gameplay written by Antero Garcia and has been published by Bloomsbury Publishing USA this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-04-20 with Games & Activities categories.


Alternate Reality Games (ARGs) challenge what players understand as “real.” Alternate Reality Games and the Cusp of Digital Gameplay is the first collection to explore and define the possibilities of ARGs. Though prominent examples have existed for more than two decades, only recently have ARGs come to the prominence as a unique and highly visible digital game genre. Adopting many of the same strategies as online video games, ARGs blur the distinction between real and fictional. With ARGs continuing to be an important and blurred space between digital and physical gameplay, this volume offers clear analysis of game design, implementation, and ramifications for game studies. Divided into three distinct sections, the contributions include first hand accounts by leading ARG creators, scholarly analysis of the meaning behind ARGs, and explorations of how ARGs are extending digital tools for analysis. By balancing the voices of designers, players, and researchers, this collection highlights how the Alternate Reality Game genre is transforming the ways we play and interact today.



Videogames Identity And Digital Subjectivity


Videogames Identity And Digital Subjectivity
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Author : Rob Gallagher
language : en
Publisher: Taylor & Francis
Release Date : 2017-07-06

Videogames Identity And Digital Subjectivity written by Rob Gallagher and has been published by Taylor & Francis this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-07-06 with Games & Activities categories.


Cover -- Half Title -- Title Page -- Copyright Page -- Dedication -- Contents -- List of Figures -- Acknowledgements -- 1 Digital Subjects: Videogames, Technology and Identity -- 2 Datafied Subjects: Profiling and Personal Data -- 3 Private Subjects: Secrecy, Scandal and Surveillance -- 4 Beastly Subjects: Bodies and Interfaces -- 5 Synthetic Subjects: Horror and Artificial Intelligence -- 6 Mobile Subjects: Framing Selves and Spaces -- 7 Productive Subjects: Time, Value and Gendered Feelings -- Index



Governance Of Digital Game Environments And Cultural Diversity


Governance Of Digital Game Environments And Cultural Diversity
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Author : Christoph Beat Graber
language : en
Publisher: Edward Elgar Publishing
Release Date : 2010-01-01

Governance Of Digital Game Environments And Cultural Diversity written by Christoph Beat Graber and has been published by Edward Elgar Publishing this book supported file pdf, txt, epub, kindle and other format this book has been release on 2010-01-01 with Computers categories.


'This collection of legal, philosophical, economic, and cultural perspectives ultimately makes a strong case for the potential value of game environments for addressing diversity issues, but also raises important concerns regarding implementation of corporate and government policies in this sector highly recommended for anyone exploring this emerging field.' Benjamin T. Duranske, Pillsbury Winthrop Shaw Pittman LLP, US 'Videogaming is serious business. But the legal and theoretical implications of online and virtual environments are little understood. Professor Graber and Ms. Burri-Nenova have done a masterful job of bringing together several insightful articles that inform us about the business, legal and sociological implications of digital gaming. Innovative, fast-paced, and engaging as games themselves, these scholarly works provide invaluable insight for academics, policy makers and perhaps even participants themselves about the reality behind virtual worlds.' Shubha Ghosh, University of Wisconsin Law School, US 'This is an excellent and path-breaking collection of sharp and carefully researched essays. It provides wonderful insights on numerous important aspects of the complex relationship between play, cultural diversity, communications policy, and the governance of virtual societies. The phenomenal growth of these new digital realms has raised important questions across the academic disciplines, making this book's interdisciplinary focus extremely helpful to potential regulators and university scholars alike.' Greg Lastowka, Rutgers School of law, Camden, US This innovative book provides transdisciplinary analyses of the nature and dynamics of digital game environments whilst tackling the existing fragmentation of academic research. Digital game environments are of increasing economic, social and cultural value. As their influence on diverse facets of life grows, states have felt compelled to intervene and secure some public interests. Yet, the contours of a comprehensive governance model are far from recognisable and governments are grappling with the complexity and fluidity of online games and virtual worlds as private spaces and as experimentation fields for creativity and innovation. This book contributes to a more comprehensive and fine-grained understanding of digital game environments, which is a precondition for addressing any of the pressing governance questions posed. Particular attention is given to the concept and policy objective of cultural diversity, which also offers a unique entry point into the discussion of the appropriate legal regulation of digital games. Governance of Digital Game Environments and Cultural Diversity will be of interest to researchers of media law, internet law and governance, cultural studies, anthropology and sociology. As the book addresses a highly topical theme, it will attract the attention of policymakers at national, regional and international levels and will also serve as a great resource tool for scholars in new media and in particular digital games and virtual worlds.



The Place Of Play


The Place Of Play
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Author : Maaike Lauwaert
language : en
Publisher: Amsterdam University Press
Release Date : 2009

The Place Of Play written by Maaike Lauwaert and has been published by Amsterdam University Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2009 with Social Science categories.


A fascinating, eclectic analysis of the changing geographies of play in contemporary society.



Gamification Digitalisierung Und Industrie 4 0


Gamification Digitalisierung Und Industrie 4 0
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Author : Lutz Anderie
language : de
Publisher: Springer-Verlag
Release Date : 2017-10-18

Gamification Digitalisierung Und Industrie 4 0 written by Lutz Anderie and has been published by Springer-Verlag this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-10-18 with Business & Economics categories.


In diesem essential wird erläutert, wie Gamification, Digitalisierung und die vierte industrielle Revolution Gesellschaft, Unternehmensführung und Management verändern. Anhand zahlreicher Grafiken und Abbildungen werden unter anderem die aktuellen Branchenentwicklungen im Hinblick auf Virtual, Augmented und Mixed Reality aufgezeigt. Zukunftstechnologien werden dargelegt, die in der Games Industry entwickelt wurden und Einfluss auf andere Branchen wie beispielsweise die KFZ-Industrie oder das Gesundheitswesen haben. Wertschöpfungsprozesse für Kultur- und Wirtschaftsgüter werden dokumentiert.