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Computer games have fascinated millions of users for more than 30
years. Today, they constitute the strongest sector in the
media-entertainment industry and are part of the experience of
digital daily life. Computer Game Studies require a deep
understanding of functional and communicational mechanisms of games
that support the player's immersion in virtual worlds.
Unfortunately, the discussion and the academic research about usage
and effects of computer games mostly takes place isolated within
different scientific contexts with various theoretical and
methodological approaches. Therefore, this anthology combines the
perspectives of Media Studies, Game Studies, and Communication
Studies, and presents their findings in an interdisciplinary
approach.
Gaming in Deutschland und speziell in Sachsen - quo vadis? Playful
Work, Game Thinking, Gamification - nur Buzzwords? Was ist
transmediales Storytelling? Der Band vereint die Beitrage zum
Science MashUp, das 2020 erstmals die traditionsreiche 14. Lange
Nacht der Computerspiele an der HTWK Leipzig begleitet hat. Er
verbindet sozial- und kulturwissenschaftliche Beitrage mit
Praxisbeitragen und Interviews aus Wirtschaft und Wissenschaft und
bringt Akteure aus den Bereichen Kunst, Hochschulen und Unternehmen
mit Gamern, Game-Interessierten und Game-Produzierenden zusammen.
Der Band ist damit Ausgangspunkt fur kunftige Entwicklungen und
UEberlegungen in den Game Studies, der Games-Branche und verwandten
Bereichen.
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