Computer games and new media cultures: a handbook of digital games studies
Gespeichert in:
Format: | Buch |
---|---|
Sprache: | English |
Veröffentlicht: |
Dordrecht ; Heidelberg ; New York ; London
Springer
2012
|
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis Klappentext |
Beschreibung: | VIII, 710 Seiten Illustrationen, Diagramme. |
ISBN: | 9789400727762 |
Internformat
MARC
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Datensatz im Suchindex
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adam_text | Contents
1 Computer Games and Digital Game
Cultures:
An
Introduction
....... 1
Johannes Fromme and Alexander
Unger
Part
I
Computer Games
and Game Analysis
2
The Mediality of
Computer Games....................................................... 31
Stephan Günzel
3 Computer Games
as a Comparative
Medium:
A Few Cautionary Remarks
................................................................... 47
Connie Veugen
4
And What Do You Play? : A Few Considerations
Concerning a Genre Theory of Games
................................................. 61
Felix Raczkowski
5
Interface Analysis: Notes on the Scopic Regime
of Strategic Action in Real-Time Strategy Games
............................... 75
Serjoscha Wiemer
6
Computer Games as Works of Art
........................................................ 93
Daniel Martin
Feige
7
A Theory of Non-existent Video Games:
Semiotic
and Video Game Theory
......................................................................... 107
Paolo Ruffino
8
Free Market Economy and
Dino
Crisis: The Production
and Circulation of Knowledge in Strategy Games
............................... 125
RolfF. Nohr
9
The Strange Case of the Misappearance of Sex
in Video Games
........................................................................................ 143
Tanya Krzywinska
10
Growing Game Worlds
........................................................................... 161
Michael Nitsche
11
Virtual Worlds: Game or Virtual Society?
........................................... 173
Caja
Thimm
Part II The Player-Game Relation
12
MMO Morality
........................................................................................ 193
Richard
A. Bartle
13
Inside and Outside the Game
................................................................. 209
Dominik
Härig
14
Egoshooting in Chernobyl: Identity and
Subject(s)
in the S.T.A.L.K.E.R. Games
................................................................... 219
Souvik Mukherjee
15
Personality Development Through Immersion into Intermediate
Areas of Digital Role-Playing Games
.................................................... 233
Katharina Stephenson-Mittlböck
16
Symbolic Interaction in Digital Games: Theoretical
Reflections on Dimensions of Meaning Construction
in Digital
Gameplay................................................................................ 249
Regina
Friess
17
Playing by the Visual Rules: An Ecological Approach
to Perception and Video Games
............................................................. 265
Betty Li Meldgaard
18
The Effect of Authentic Input Devices on Computer
Game Immersion
..................................................................................... 279
Daniel Pietschmann,
Georg Valtin,
and Peter Ohler
Part III Users, Uses and Social Contexts of Computer Games
19
Digital Games in the Context of Adolescent Media Behavior
............. 295
Dorothée M.
Meister, Jörg Müller-Lietzkow, Eckhard Burkatzki,
and Sonja Kroger
20 Online Games : Modern Media
Worlds of Young People
.................... 317
Jan Keilhauer
21
Playing Together: The Player s Repertoire, an Obstacle
to Learning
.............................................................................................. 329
Steve
Dahlskog
22
The Right Game: Video Game Choice of Children
and Adolescents
....................................................................................... 343
Sven Jockei
and Leyla Dogruel
23
The Challenge of Measuring the Use of Computer Games
................. 357
Christopher Blake and
Christoph Klimmt
24
A Critical Interpretation of a New Creative Industry
in Turkey: Game Studios and the Production
of a Value Chain
...................................................................................... 371
Mutlu Binark and Giinseli Bayraktutan
Part IV Game and Player Cultures
25
Mergence of Spaces: MMORPG User-Practice
and Everyday Life
................................................................................... 395
Elke Hemminger
and Gareth
Schott
26
Interpretation, Conflict and Instruction in Online
Multiplayer Games: Lessons from Warsong Gulch
............................. 411
Diane Carr
27
Pity There s So Few Girls! Attitudes to Female Participation
in a Swedish Gaming Context
................................................................ 425
Malin Sveningsson
28
The Gender-Offensive: Female Gaming Cultures
Between Shooters and Marketing
.......................................................... 443
Jutta Zaremba
29
Playing Computer Games as Social Interaction:
An Analysis of LAN Parties
................................................................... 465
Judith
Ackermann
30
Playing Computer Games as Electronic Sport: In Search
of a Theoretical Framework for a New Research Field
....................... 477
Tanja Adamus
31
Machinima Filmmaking as Culture in Practice: Dialogical
Processes of Remix
.................................................................................. 491
Lisbeth Fr0lunde
32
Modding as Part of Game Culture
........................................................ 509
Alexander
Unger
33
Digital Game
Culturéis)
as Prototype(s) of Mediatization
and Commercialization of Society: The World Cyber
Games
2008
in Cologne as an Example
................................................. 525
Jeffrey Wimmer
Part V Educational Approaches and Learning
34
Social Interactions in Virtual Worlds: Patterns and Profiles
of Tween Relationship Play
.................................................................... 543
Michael T. Giang, Yasmin B. Kafai, Deborah A. Fields,
and Kristin A. Searle
35
The Instructional Design and Motivational Mechanisms
of World of
Warcraft................................................................................ 557
Karsten
D.
Wolf
36
Learning Through Play
-
A Delicate Matter:
Experience-Based Recursive Learning in Computer Games
.............. 571
Konstantin Mitgutsch
37
Learning Instruments: Baroque Music Gets Game
............................. 585
Jennifer
Jenson,
Suzanne
de Castell,
Nicholas Taylor,
Milena Droumeva,
and Stephanie Fisher
38
Using Simulations as a Starting Point for Constructing
Meaningful Learning Games
................................................................. 603
Eric Klopfer
and Ravi Purushotma
39
School-Related Computer Game Pedagogy:
Core Subjects and Tasks
......................................................................... 619
Matthias Bopp
40
Learning to Play
:
Video Game Literacy in the Classroom
................. 633
Danny Kringiel
41
Digital Games and Media Education in the Classroom:
Exploring Concepts, Practices, and Constraints
.................................. 647
Johannes
Fromme
42
Why a Game Canon for Game Studies Education Is Wrong
.............. 665
José P.
Zagal
About the Authors
........................................................................................... 679
Index
................................................................................................................. 693
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 tor
urgent academic enquiry, yet the subject was a research backwater until the turn of the
millennium. Kven 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 stale 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 modeling , 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.
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spellingShingle | Computer games and new media cultures a handbook of digital games studies Computerspiel (DE-588)4010457-6 gnd Neue Medien (DE-588)4196910-8 gnd |
subject_GND | (DE-588)4010457-6 (DE-588)4196910-8 (DE-588)4143413-4 (DE-588)1071861417 |
title | Computer games and new media cultures a handbook of digital games studies |
title_auth | Computer games and new media cultures a handbook of digital games studies |
title_exact_search | Computer games and new media cultures a handbook of digital games studies |
title_full | Computer games and new media cultures a handbook of digital games studies Johannes Fromme ... (eds.) |
title_fullStr | Computer games and new media cultures a handbook of digital games studies Johannes Fromme ... (eds.) |
title_full_unstemmed | Computer games and new media cultures a handbook of digital games studies Johannes Fromme ... (eds.) |
title_short | Computer games and new media cultures |
title_sort | computer games and new media cultures a handbook of digital games studies |
title_sub | a handbook of digital games studies |
topic | Computerspiel (DE-588)4010457-6 gnd Neue Medien (DE-588)4196910-8 gnd |
topic_facet | Computerspiel Neue Medien Aufsatzsammlung Konferenzschrift |
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