Digarec Lectures 2008 09

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DIGAREC Lectures 2008/09

Author : Stephan Günzel,Liebe, Michael,Mersch, Dieter
Publisher : Universitätsverlag Potsdam
Page : 260 pages
File Size : 48,9 Mb
Release : 2009
Category : Art
ISBN : 9783869560045

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DIGAREC Lectures 2008/09 by Stephan Günzel,Liebe, Michael,Mersch, Dieter Pdf

Der zweite Band der DIGAREC Series beinhaltet Beiträge der DIGAREC Lectures 2008/09 sowie des Wissenschaftsforums der Deutschen Gamestage 2008 und 2009. Mit Beiträgen von Oliver Castendyk (Erich Pommer Institut), Stephan Günzel mit Michael Liebe und Dieter Mersch (Universität Potsdam), Andreas Lange (Computerspielemuseum Berlin), Ingrid Möller mit Barbara Krahé (Universität Potsdam), Klaus Spieler (Institut für digitale interaktive Kultur Berlin), James Tobias (University of California, Riverside), Stefan Böhme (HBK Braunschweig), Robert Glashüttner (Wien), Sven Jöckel (Universität Erfurt) mit Leyla Dogruel (FU Berlin), Michael Mosel (Universität Marburg), Sebastian Quack (HTW Berlin), Leif Rumbke (Hamburg) und Steffen P. Walz (ETH Zürich).

Digarec Keynote-Lectures 2009/10

Author : Stephan Günzel
Publisher : Universitätsverlag Potsdam
Page : 164 pages
File Size : 47,5 Mb
Release : 2011
Category : Computers
ISBN : 9783869561158

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Digarec Keynote-Lectures 2009/10 by Stephan Günzel Pdf

The sixth volume of the DIGAREC Series holds the contributions to the DIGAREC Keynote-Lectures given at the University of Potsdam in the winter semester 2009/10. With contributions by Mark J.P. Wolf (Concordia University Wisconsin), Espen Aarseth (Center for Computer Games Research, IT University of Copenhagen), Katie Salen (Parsons New School of Design, New York), Laura Ermi and Frans Mäyrä (University of Tampere), and Lev Manovich (University of Southern California, San Diego).

Logic and structure of the computer game

Author : Stephan Günzel,Michael Liebe,Dieter Mersch
Publisher : Universitätsverlag Potsdam
Page : 243 pages
File Size : 55,8 Mb
Release : 2010
Category : Language Arts & Disciplines
ISBN : 9783869560649

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Logic and structure of the computer game by Stephan Günzel,Michael Liebe,Dieter Mersch Pdf

The fourth volume of the DIGAREC Series holds the proceedings to the conference Logic and Structure of the Computer Gameʺ, held at the House of Brandenburg- Prussian History in Potsdam on November 6 and 7, 2009. The conference was the first to explicitly address the medial logic and structure of the computer game. The contributions focus on the specific potential for mediation and on the unique form of mediation inherent in digital games. This includes existent, yet scattered approaches to develop a unique curriculum of game studies. In line with the concept of & lsquo;mediality & rsquo;, the notions of aesthetics, interactivity, software architecture, interface design, iconicity, spatiality, and rules are of special interest. Presentations were given by invited German scholars and were commented on by international respondents in a dialogical structure.

The Game Culture Reader

Author : Jason Thompson
Publisher : Cambridge Scholars Publishing
Page : 285 pages
File Size : 53,7 Mb
Release : 2014-07-18
Category : Social Science
ISBN : 9781443864374

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The Game Culture Reader by Jason Thompson Pdf

In The Game Culture Reader, editors Jason C. Thompson and Marc A. Ouellette propose that Game Studies—that peculiar multi-, inter-, and trans-disciplinary field wherein international researchers from such diverse areas as rhetoric, computer science, literary studies, culture studies, psychology, media studies and so on come together to study the production, distribution, and consumption of games—has reached an unproductive stasis. Its scholarship remains either divided (as in the narratologists versus ludologists debate) or indecisive (as in its frequently apolitical stances on play and fandom). Thompson and Ouellette firmly hold that scholarship should be distinguished from the repetitively reductive commonplaces of violence, sexism, and addiction. In other words, beyond the headline-friendly modern topoi that now dominate the discourse of Game Studies, what issues, approaches, and insights are being, if not erased, then displaced? This volume gathers together a host of scholars from different countries, institutions, disciplines, departments, and ranks, in order to present original and evocative scholarship on digital game culture. Collectively, the contributors reject the commonplaces that have come to define digital games as apolitical or as somehow outside of the imbricated processes of cultural production that govern the medium itself. As an alternative, they offer essays that explore video game theory, ludic spaces and temporalities, and video game rhetorics. Importantly, the authors emphasize throughout that digital games should be understood on their own terms: literally, this assertion necessitates the serious reconsideration of terms borrowed from other academic disciplines; figuratively, the claim embeds the embrace of game play in the continuing investigation of digital games as cultural forms. Put another way, by questioning the received wisdom that would consign digital games to irrelevant spheres of harmless child’s play or of invidious mass entertainment, the authors productively engage with ludic ambiguities.

Ludotopia

Author : Espen Aarseth,Stephan Günzel
Publisher : transcript Verlag
Page : 317 pages
File Size : 55,5 Mb
Release : 2019-08-31
Category : Social Science
ISBN : 9783839447307

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Ludotopia by Espen Aarseth,Stephan Günzel Pdf

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.

Developments in Information & Knowledge Management for Business Applications

Author : Natalia Kryvinska,Michal Greguš
Publisher : Springer Nature
Page : 623 pages
File Size : 48,7 Mb
Release : 2022-03-29
Category : Technology & Engineering
ISBN : 9783030958138

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Developments in Information & Knowledge Management for Business Applications by Natalia Kryvinska,Michal Greguš Pdf

This book discusses incentives for information management, usage of information for existing practices to become more efficient, the acceleration of executive learning, and an evaluation of the information management impact on an organization. In today’s COVID-influenced volatile world, companies face a variety of challenges. And the most crucial of them are high levels of uncertainty and risk. Therefore, companies are constantly under pressure to provide sustainable solutions. Accordingly, previously gathered knowledge and information can be extremely helpful for this purpose. Hence, this fourth book of our subseries continues to accentuate on different approaches, which point to the importance of continuous progress in structural management for sustainable growth. It highlights the permanent gain and usage of information. We would be pleased if the book can stimulate further research on this subject matter.

Clash of Realities 2015/16

Author : Clash of Realities
Publisher : transcript Verlag
Page : 639 pages
File Size : 52,5 Mb
Release : 2017-10-31
Category : Social Science
ISBN : 9783839440315

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Clash of Realities 2015/16 by Clash of Realities Pdf

Digital games as transmedia works of art - Games as social environments - The aesthetics of play - Digital games in pedagogy - Cineludic aesthetics - Ethics in games - these were some of the important and fascinating topics addressed during the international research conference "Clash of Realities" in 2015 and 2016 by more than a hundred international speakers, academics as well as artists. This volume represents the best contributions - by, inter alia, Janet H. Murray, David OReilly, Eric Zimmerman, Thomas Elsaesser, Lorenz Engell, Susana Tosca, Miguel Sicart, Frans Mäyrä, and Mark J.P. Wolf.

Disability and Video Games

Author : Markus Spöhrer,Beate Ochsner
Publisher : Springer Nature
Page : 365 pages
File Size : 53,7 Mb
Release : 2023-12-18
Category : Social Science
ISBN : 9783031343742

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Disability and Video Games by Markus Spöhrer,Beate Ochsner Pdf

This collection intends to fill a long overdue research gap on the praxeological aspects of the relationships between disabilities, accessibility, and digital gaming. It will focus on the question of how Game Studies can profit from a Disability Studies perspective of en-/disabling gaming and issues of disability, (in)accessibility and ableism, and vice versa. Instead of departing from the medical model of disability that informs a wide range of publications on “disabled” gaming and that preconceives users as either “able-bodied,” “normal” or as “disabled,” “deficit,” or “unable to play,” our central premise is that dis/ability is not an essential characteristic of the playing subject. We rather intend to analyze the complex infrastructures of playing, i.e., the complex interplay of heterogeneous human and non-human actors, that are en- or disabling.

DIGAREC Keynote-Lectures 2009/10

Author : Stephan Günzel
Publisher : Unknown
Page : 164 pages
File Size : 40,8 Mb
Release : 2011
Category : Electronic
ISBN : OCLC:838384000

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DIGAREC Keynote-Lectures 2009/10 by Stephan Günzel Pdf

The sixth volume of the DIGAREC Series holds the contributions to the DIGAREC Keynote-Lectures given at the University of Potsdam in the winter semester 2009/10. With contributions by Mark J.P. Wolf (Concordia University Wisconsin), Espen Aarseth (Center for Computer Games Research, IT University of Copenhagen), Katie Salen (Parsons New School of Design, New York), Laura Ermi and Frans Mäyrä (University of Tampere), and Lev Manovich (University of Southern California, San Diego).

Acting and Performance in Moving Image Culture

Author : Jörg Sternagel,Deborah Levitt,Dieter Mersch
Publisher : transcript Verlag
Page : 489 pages
File Size : 55,5 Mb
Release : 2014-03-31
Category : Social Science
ISBN : 9783839416488

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Acting and Performance in Moving Image Culture by Jörg Sternagel,Deborah Levitt,Dieter Mersch Pdf

This volume offers transdisciplinary perspectives on the study of acting and performance in moving image forms. It assembles 26 international scholars from dance, theatre, film, media and cultural studies, art history and philosophy to investigate the art of acting and the presence of the human body in analog and digital film, animation and video art. The volume includes classical case studies and essays devoted to acting history and acting and genres, but its particular emphasis is on introducing a wide range of groundbreaking theoretical approaches - from continental and analytic philosophy to new media theory and cognitivist research - all of which interrogate the fundamental conceptions of »act« and »actor« that underwrite both popular and academic notions of performance in moving image culture.

Encyclopedia of Video Games [2 volumes]

Author : Mark J. P. Wolf
Publisher : Bloomsbury Publishing USA
Page : 788 pages
File Size : 50,8 Mb
Release : 2012-08-16
Category : Social Science
ISBN : 9780313379376

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Encyclopedia of Video Games [2 volumes] by Mark J. P. Wolf Pdf

This encyclopedia collects and organizes theoretical and historical content on the topic of video games, covering the people, systems, technologies, and theoretical concepts as well as the games themselves. This two-volume encyclopedia addresses the key people, companies, regions, games, systems, institutions, technologies, and theoretical concepts in the world of video games, serving as a unique resource for students. The work comprises over 300 entries from 97 contributors, including Ralph Baer and Nolan Bushnell, founders of the video game industry and some of its earliest games and systems. Contributing authors also include founders of institutions, academics with doctoral degrees in relevant fields, and experts in the field of video games. Organized alphabetically by topic and cross-referenced across subject areas, Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming will serve the needs of students and other researchers as well as provide fascinating information for game enthusiasts and general readers.

Agency and Media Reception

Author : Susanne Eichner
Publisher : Springer Science & Business Media
Page : 255 pages
File Size : 47,8 Mb
Release : 2014-01-21
Category : Social Science
ISBN : 9783658046736

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Agency and Media Reception by Susanne Eichner Pdf

What happens to our sense of agency, our general ability to perform actions in our life worlds, in the course of media reception and appropriation? Whilst considering media communication as a special form of social action, this work reconsiders the key concepts of social action theory, pragmatism, communication theory as well as film, game and television theory. It thus integrates agency as the key to understanding ‘doing media’ and at the same time conceptualizes agency as a specific mode of involvement across media boundaries. This approach amalgamates miscellaneous ideas and conceptions such as interactivity, participation, cognitive control, play or empowerment and applies the theoretical considerations on the basis of textual analyses of the films Inception and The Proposal, the TV shows Lost and I’m a Celebrity and the video games Grand Theft Auto IV and The Walking Dead.

Game Love

Author : Jessica Enevold,Esther MacCallum-Stewart
Publisher : McFarland
Page : 284 pages
File Size : 40,8 Mb
Release : 2015-01-28
Category : Games & Activities
ISBN : 9780786496938

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Game Love by Jessica Enevold,Esther MacCallum-Stewart Pdf

What does love have to do with gaming? As games have grown in complexity, they have increasingly included narratives that seek to engage players with love in a variety of ways. While media attention often focuses on violent emotions and behavior in gaming, love has always been central to the experience. We love to play games, we have titles that we love, and sometimes we love too much or love terrible games for their shortcomings. Love in gaming is rather like love in life--often complicated and frustrating but also exciting and gratifying. This collection of fresh essays explores the meaning and role of love in gaming, describing a number of ways--from coding to cosplay--in which love can be expressed in, for and around games. Investigating how gaming involves love is also key to understanding the growing importance of games and gamers as cultural markers.

Expressive Space

Author : Gregory Whistance-Smith
Publisher : Walter de Gruyter GmbH & Co KG
Page : 273 pages
File Size : 49,8 Mb
Release : 2022-01-19
Category : History
ISBN : 9783110723731

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Expressive Space by Gregory Whistance-Smith Pdf

Video game spaces have vastly expanded the built environment, offering new worlds to explore and inhabit. Like buildings, cities, and gardens before them, these virtual environments express meaning and communicate ideas and affects through the spatial experiences they afford. Drawing on the emerging field of embodied cognition, this book explores the dynamic interplay between mind, body, and environment that sits at the heart of spatial communication. To capture the wide diversity of forms that spatial expression can take, the book builds a comparative analysis of twelve video games across four types of space, spanning ones designed for exploration and inhabitation, kinetic enjoyment, enacting a situated role, and enhancing perception. Together, these diverse virtual environments suggest the many ways that video games enhance and extend our embodied lives.

The Good Life and the Greater Good in a Global Context

Author : Laura Savu Walker
Publisher : Lexington Books
Page : 296 pages
File Size : 53,9 Mb
Release : 2015-11-19
Category : Literary Criticism
ISBN : 9781498522335

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The Good Life and the Greater Good in a Global Context by Laura Savu Walker Pdf

The Good Life and the Greater Good in a Global Context offers a timely contribution to the debates about the good life that surround us every day in the media, politics, the humanities, and social sciences. The authors’ examine the relationship between the good life and the greater good as represented across different genres, media, cultures, and disciplines. This enables them to develop a framework of values that transcends the overly rational and individualistic model of the good life advanced by neoliberalism and the “happiness industry.” Thus, over and against normative conceptualizations of the good life that reduce meaning to money, creativity to consumption, and compassion to self-help, the contributors propose an ethically charged philosophy of living that views the care for the self, for the other, and for the planet as the catalysts of true human flourishing. In addition to recovering the original usage of “the good life” from classical thought—especially the Aristotelian understanding of eudaimonia as living well and doing well—the essays gathered here highlight its entanglement with distinctly modern ideas of happiness, wellbeing, flourishing, progress, revolution, democracy, the American Dream, utopia, and sustainability. As such, the essays capture the breadth and depth of the conversation about the good life that is of central importance to how we relate to the past, engage the present, and envision the future.