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Playing with Virtuality - Theories and Methods of Computer Game Studies (Paperback, New edition): Sebastian Stoppe, Benjamin... Playing with Virtuality - Theories and Methods of Computer Game Studies (Paperback, New edition)
Sebastian Stoppe, Benjamin Bigl
R1,914 Discovery Miles 19 140 Ships in 10 - 15 working days

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.

Science Mashup: Xr - Gesellschaft - Utopien - Leipziger Beitrage Zur Computerspielekultur (German, Paperback, 1. Aufl. 2022... Science Mashup: Xr - Gesellschaft - Utopien - Leipziger Beitrage Zur Computerspielekultur (German, Paperback, 1. Aufl. 2022 ed.)
Gabriele Hooffacker, Benjamin Bigl
R1,606 Discovery Miles 16 060 Ships in 18 - 22 working days
Science MashUp. Zukunft der Games. - Leipziger Beitrage zur Computerspielekultur (German, Paperback, 1. Aufl. 2020): Gabriele... Science MashUp. Zukunft der Games. - Leipziger Beitrage zur Computerspielekultur (German, Paperback, 1. Aufl. 2020)
Gabriele Hooffacker, Benjamin Bigl
R1,042 Discovery Miles 10 420 Ships in 18 - 22 working days

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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