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In the past decade, digital games have become a widely accepted
form of media entertainment, moving from the traditional 'core
gamer' community into the mainstream media market. With millions of
people now enjoying gaming as interactive entertainment there has
been a huge increase in interest in social multiplayer gaming
activities. However, despite the explosive growth in the field over
the past decade, many aspects of social gaming still remain
unexplored, especially from a media and communication studies
perspective. Multiplayer: Social Aspects of Digital Gaming is the
first edited volume of its kind that takes a closer look at the
various forms of human interaction in and around digital games,
providing an overview of debates, past and present. The book is
divided into five sections that explore the following areas: Social
Aspects of Digital Gaming Social Interactions in Virtual Worlds
Online Gaming Co-located and Console Gaming Risks and Challenges of
Social Gaming This engaging interdisciplinary book will appeal to
upper level students, postgrads and researchers in games research,
specifically those focusing on new media and digital games, as well
as researchers in media studies and mass communication.
In the past decade, digital games have become a widely accepted
form of media entertainment, moving from the traditional 'core
gamer' community into the mainstream media market. With millions of
people now enjoying gaming as interactive entertainment there has
been a huge increase in interest in social multiplayer gaming
activities. However, despite the explosive growth in the field over
the past decade, many aspects of social gaming still remain
unexplored, especially from a media and communication studies
perspective. Multiplayer: Social Aspects of Digital Gaming is the
first edited volume of its kind that takes a closer look at the
various forms of human interaction in and around digital games,
providing an overview of debates, past and present. The book is
divided into five sections that explore the following areas: Social
Aspects of Digital Gaming Social Interactions in Virtual Worlds
Online Gaming Co-located and Console Gaming Risks and Challenges of
Social Gaming This engaging interdisciplinary book will appeal to
upper level students, postgrads and researchers in games research,
specifically those focusing on new media and digital games, as well
as researchers in media studies and mass communication.
Anhand von Regressions-, Latent-Class- und Kausalanalysen zeigt
Sonja Kroger, dass sich zentrale Erkenntnisse zum Erfolg von
Markentransfers aus dem Konsumgutersektor auf den
Dienstleistungsbereich ubertragen lassen und dass neu
identifizierte Erfolgsfaktoren wie Service-Intensitat,
Immaterialitatsgrad, Innovationsgrad und Wettbewerbsintensitat
einen moderaten Einfluss ausuben."
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