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Computerspiele: Basisinformationen und praktische Tipps zum pädagogischen Umgang
Bonn: Bundeszentrale für politische Bildung (bpb), 4. Aufl. (2019), 23 pp.
The Playful Citizen: Civic Engagement in a Mediatized Culture
Amsterdam: Amsterdam University Press (2019), 431 pp.
"From the Occupy movement to playful city-making to the gameful designs of the Obama 2008 and Trump 2016 presidential campaigns, and the rise of citizen science and ecological games, this book shows how play is a key theoretical, methodological, and practical principle for comprehending such new for
...
Digitized Lives: Culture, Power and Social Change in the Internet Era
New York; London: Routledge, 2nd ed. (2019), xix, 311 pp.
"In chapters examining a broad range of issues - including sexuality, politics, education, race, gender relations, the environment and social protest movements - Digitized Lives argues that making sense of digitized culture means looking past the glossy surface of techno gear to ask deeper questions
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Games and Bereavement: How Video Games Represent Attachment, Loss, and Grief
Bielefeld: transcript Verlag (2018), 273 pp.
"How can videogames portray love and loss? Games and Bereavement answers this question by looking at five videogames and carrying out a participatory design study with grievers. Sabine Harrer highlights possible connections between grief and videogames, arguing that game design may help make difficu
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Unbeatable? Debates and Divides in Gender and Video Game Research
Communication Research Trends, volume 37, issue 3 (2018), pp. 4-29
"In this review essay, I will chart the history of video game technology, the emergence of game studies as a field, provide an overview of the key aspects of gender and video game research, and highlight key debates in gender and video games research." (Page 5)
Digital Middle East: State and Society in the Information Age
New York; Qatar: Oxford University Press; Georgetown University (2018), xii, 335 pp.
"Digital Middle East sheds a critical light on continuing changes that are closely intertwined with the adoption of information and communication technologies in the MENA region. Drawing on case studies from throughout the Middle East, the contributors explore how these digital transformations are p
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Klinische Cyberpsychologie und Cybertherapie
Wien: facultas (2018), 246 pp.
"Das Werk vermittelt verständlich und anschaulich den aktuellen Stand des Wissens zum Einsatz neuer Medien in der Klinischen Psychologie und Psychotherapie. Neben dem Wandel psychologischen und psychotherapeutischen Denkens und Handelns beleuchten die AutorInnen auch die daraus entstehenden ethisch
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Digitalization and Society
Frankfurt am Main et al.: Peter Lang (2017), 210 pp.
Metagame: Panoramas dos Game Studies no Brasil
São Paulo: Intercom – Sociedade Brasileira de Estudos Interdisciplinares da Comunicação (2017), 308 pp.
"Este volume consiste em uma seleção de artigos que versam sobre questões contemporâneas dos estudos de jogos eletrônicos – game studies – e sobre sua inevitável interseção junto ao campo da Comunicação. Nela estão presentes trabalhos apresentados na primeira edição do GP de Games d
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Mobile Gaming in Asia: Politics, Culture and Emerging Technologies
Dordrecht: Springer (2017), vi, 247 pp.
"This book analyzes mobile gaming in the Asian context and looks into a hitherto neglected focus of inquiry - a localized mobile landscape, with particular reference to young Asians' engagement with mobile gaming. This edition focuses not only on the remarkable success of local mobile games, but als
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Storytelling for Interactive Digital Media and Video Games
Boca Raton, Fl.: CRC Press, Taylor & Francis (2017), xv, 280 pp.
"This book is the perfect guide to aspiring storytellers as it illustrates the different manner of how and why stories are told, and how to make them "interactive." Storytelling features heavy game development as a method of storytelling and delivery, and how to develop compelling plots, characters,
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Cultural Revolution in Iran: Contemporary Popular Culture in the Islamic Republic
London; New York: Tauris, new paperback ed. (2017), xiv, 287 pp.
"Despite the repressive power of the current regime the immense creativity of popular cultural practices, that negotiate and resist a repressive system, is a potent and dynamic force. This book draws on the expertise and experience of Iranian and international academics and activists to address dive
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Spielend lernen! Computerspiele(n) in Schule und Unterricht
Düsseldorf; München: kopaed (2017), 198 pp.
"Computerspiele sind Kulturgut. Sie sind etablierte und treibende Kraft gesellschaftlicher Transformationsprozesse in der Freizeitgestaltung und des Medienkonsums zu Unterhaltungszwecken. Aber lassen sich gerade in kommerziellen Spielen – sogenannten off-the-shelf games – auch Bildungspotenziale
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Video Games Around the World
Deep Insights
Cambridge, Mass.; London: MIT Press (2015), xiv, 697 pp.
"Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and cultur
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Digitales Erzählen: Die Dramaturgie der neuen Medien
Konstanz; München: UVK (2014), 252 pp.
"Dennis Eick zeigt, welche neuen Erzählformen durch das Internet und die technischen Möglichkeiten der Digitalisierung realisiert werden können. Er stellt zahlreiche Beispiele aus dem nationalen und internationalen Bereich vor und führt Interviews mit namhaften Fachleuten aus den einzelnen Genre
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Storytelling in virtuellen Welten
Konstanz; München: UVK (2014), 297 pp.
"David Lochner gibt einen Überblick über die vielfältigen Möglichkeiten des Erzählens im virtuellen Raum. Ob Animationsfilm, digitales Spiel oder interaktiver Film – sie alle bieten Autoren und Produzenten neue Wege, Geschichten zu erzählen: Visionen, Träume und Welten zu entwickeln, die da
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Ringvorlesung Games: Retro-Games, Gamification, Augmented Reality
München: Hooffacker (2014), 128 pp.
"Chancen und Risiken von Computerspielen, Retro Gaming, Gamification, Sim Games und Augmented Reality: Im Wintersemester 2013/2014 haben sich Professorinnen und Professoren aus ganz Bayern an der ersten bayernweiten Ringvorlesung Games beteiligt. Der MedienCampus Bayern und Games/Bavaria haben für
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Politik und politische Bildung in der digitalen Welt: Chancen und Herausforderungen
Reinbek; München: Lau (2014), 213 pp.
"Das Digitale führt zu einem tiefgreifenden gesellschaftlichen Wandel. Betroffen sind das politische System unserer parlamentarischen Parteiendemokratie, die Medien sowie das Lernen in seinen unterschiedlichen Ausprägungen. Diese revolutionären Umwälzungen bleiben nicht ohne Folgen. Denn: Über
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Playing with Religion in Digital Games
Bloomington; Indianapolis: Indiana University Press (2014), ix, 301 pp.
"Shaman, paragon, God-mode: modern video games are heavily coded with religious undertones. From the Shinto-inspired Japanese video game 'Okami' to the internationally popular 'The Legend of Zelda' and 'Halo', many video games rely on religious themes and symbols to drive the narrative and frame the
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