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Computer games as a sociocultural ph...
~
Jahn-Sudmann, Andreas, (1974-)
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Computer games as a sociocultural phenomenon = games without frontiers, war without tears /
Record Type:
Electronic resources : Monograph/item
Title/Author:
Computer games as a sociocultural phenomenon/ edited by Andreas Jahn-Sudmann and Ralf Stockmann.
Reminder of title:
games without frontiers, war without tears /
other author:
Jahn-Sudmann, Andreas,
Published:
Basingstoke [England] :Palgrave Macmillan, : 2008.,
Description:
xix, 229 p.
[NT 15003449]:
The aesthetic vocabulary of video games / Joost van Dreunen -- Can games get real?: a closer look at documentary digital games / Ian Bogostand Cindy Poremba -- Emotional design of computer games and fiction films/ Doris C. Rush -- "Applied game theory": innovation, diversity, experimentationin contemporary game design / Henry Jenkins and Kurt Squire -- There and back again: reuse, signifiers, and consistency in created game spaces/ Peter Berger -- Another bricolage in the wall: Deleuzeand teenage alienation / Jeffrey P. Cain -- Programming violence: language and the making of interactive media / Claudia Herbst -- Impotence and agency: computer games as a post-9/11 battlefield/ Henry Lowood --S(t)imulating war: from early films to military games / Daphnâee Rentfrow -- Player in fabula: ethics of interaction as semiotic negotiation between authorship and readership/ Massimo Maietti -- "Moral management": dealing with moral concerns to maintain enjoyment of violent video games/Christoph Klimmt, [et al.]... -- Beyond good and evil: the inhuman ethics of Redemption and Bloodlines/ Will Slocombe -- Preconsciousapocalypse: the failure of capitalism in computer games / Sven O.Cavalcanti -- Borders and bodies in City of heroes: (re)imaging American identity post-9/11/ NowellMarshall -- Anti-PC games: exploring articulations of the politically incorrect in GTA San Adreas/Andreas Jahn-Sudmann and Ralf Stockmann -- Strip: shift: impose: recycle: overload: spill: breakout: abuse: artists' (mis-)appropriations of shooter games / Maia Engeli -- Presence-play: the hauntology of the computer game/ DeanLockwood and Tony Richards -- Negotiating online computer games in East Asia: manufacturing Asian MMORPGs and marketing Asianness / Dean Chan-- Teenage girls play house:the cyber drama of The Sims / Lynda Dyson.
Subject:
Computer games - Social aspects. -
Online resource:
http://link.springer.com/10.1057/9780230583306access to fulltext (Palgrave)
ISBN:
023058330X
Computer games as a sociocultural phenomenon = games without frontiers, war without tears /
Computer games as a sociocultural phenomenon
games without frontiers, war without tears /[electronic resource] :edited by Andreas Jahn-Sudmann and Ralf Stockmann. - Basingstoke [England] :Palgrave Macmillan,2008. - xix, 229 p.
Includes bibliographical references (p. 211-225) and index.
The aesthetic vocabulary of video games / Joost van Dreunen -- Can games get real?: a closer look at documentary digital games / Ian Bogostand Cindy Poremba -- Emotional design of computer games and fiction films/ Doris C. Rush -- "Applied game theory": innovation, diversity, experimentationin contemporary game design / Henry Jenkins and Kurt Squire -- There and back again: reuse, signifiers, and consistency in created game spaces/ Peter Berger -- Another bricolage in the wall: Deleuzeand teenage alienation / Jeffrey P. Cain -- Programming violence: language and the making of interactive media / Claudia Herbst -- Impotence and agency: computer games as a post-9/11 battlefield/ Henry Lowood --S(t)imulating war: from early films to military games / Daphnâee Rentfrow -- Player in fabula: ethics of interaction as semiotic negotiation between authorship and readership/ Massimo Maietti -- "Moral management": dealing with moral concerns to maintain enjoyment of violent video games/Christoph Klimmt, [et al.]... -- Beyond good and evil: the inhuman ethics of Redemption and Bloodlines/ Will Slocombe -- Preconsciousapocalypse: the failure of capitalism in computer games / Sven O.Cavalcanti -- Borders and bodies in City of heroes: (re)imaging American identity post-9/11/ NowellMarshall -- Anti-PC games: exploring articulations of the politically incorrect in GTA San Adreas/Andreas Jahn-Sudmann and Ralf Stockmann -- Strip: shift: impose: recycle: overload: spill: breakout: abuse: artists' (mis-)appropriations of shooter games / Maia Engeli -- Presence-play: the hauntology of the computer game/ DeanLockwood and Tony Richards -- Negotiating online computer games in East Asia: manufacturing Asian MMORPGs and marketing Asianness / Dean Chan-- Teenage girls play house:the cyber drama of The Sims / Lynda Dyson.
As computer games have been gaining in sociocultural importance, theacademic interest in themhas grown considerably in recent years. Thisrich anthology comprehensibly introduces the latest approaches in the central fields of game studies and provides an extensive survey of contemporary game culture. Impressive in scope and execution, this book addresses key areas of research , such as gamedesign and aesthetics, politics and ideology, morality and ethics, war and violence, or game play andcultural identities. International specialists among media and literature scholars, social scientists, game designers, and artists explorethe cultural potential of computer games, offer new critical perspectives, and present innovative and challenging concepts of researching sociocultural, industrial, and aesthetic aspects of digital entertainment.
Electronic reproduction.
Basingstoke, England :
Palgrave Macmillan,
2009.
Mode of access:World Wide Web.
ISBN: 023058330X
Standard No.: 10.1057/9780230583306doiSubjects--Topical Terms:
610938
Computer games
--Social aspects.Index Terms--Genre/Form:
542853
Electronic books.
LC Class. No.: GV1469.17.S63 / C65 2008eb
Dewey Class. No.: 306.4/87
Computer games as a sociocultural phenomenon = games without frontiers, war without tears /
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The aesthetic vocabulary of video games / Joost van Dreunen -- Can games get real?: a closer look at documentary digital games / Ian Bogostand Cindy Poremba -- Emotional design of computer games and fiction films/ Doris C. Rush -- "Applied game theory": innovation, diversity, experimentationin contemporary game design / Henry Jenkins and Kurt Squire -- There and back again: reuse, signifiers, and consistency in created game spaces/ Peter Berger -- Another bricolage in the wall: Deleuzeand teenage alienation / Jeffrey P. Cain -- Programming violence: language and the making of interactive media / Claudia Herbst -- Impotence and agency: computer games as a post-9/11 battlefield/ Henry Lowood --S(t)imulating war: from early films to military games / Daphnâee Rentfrow -- Player in fabula: ethics of interaction as semiotic negotiation between authorship and readership/ Massimo Maietti -- "Moral management": dealing with moral concerns to maintain enjoyment of violent video games/Christoph Klimmt, [et al.]... -- Beyond good and evil: the inhuman ethics of Redemption and Bloodlines/ Will Slocombe -- Preconsciousapocalypse: the failure of capitalism in computer games / Sven O.Cavalcanti -- Borders and bodies in City of heroes: (re)imaging American identity post-9/11/ NowellMarshall -- Anti-PC games: exploring articulations of the politically incorrect in GTA San Adreas/Andreas Jahn-Sudmann and Ralf Stockmann -- Strip: shift: impose: recycle: overload: spill: breakout: abuse: artists' (mis-)appropriations of shooter games / Maia Engeli -- Presence-play: the hauntology of the computer game/ DeanLockwood and Tony Richards -- Negotiating online computer games in East Asia: manufacturing Asian MMORPGs and marketing Asianness / Dean Chan-- Teenage girls play house:the cyber drama of The Sims / Lynda Dyson.
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As computer games have been gaining in sociocultural importance, theacademic interest in themhas grown considerably in recent years. Thisrich anthology comprehensibly introduces the latest approaches in the central fields of game studies and provides an extensive survey of contemporary game culture. Impressive in scope and execution, this book addresses key areas of research , such as gamedesign and aesthetics, politics and ideology, morality and ethics, war and violence, or game play andcultural identities. International specialists among media and literature scholars, social scientists, game designers, and artists explorethe cultural potential of computer games, offer new critical perspectives, and present innovative and challenging concepts of researching sociocultural, industrial, and aesthetic aspects of digital entertainment.
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http://link.springer.com/10.1057/9780230583306
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access to fulltext (Palgrave)
based on 0 review(s)
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W9088806
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11.線上閱覽_V
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EB W9088806
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1
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