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Title Computer games and new media cultures : a handbook of digital games studies / Johannes Fromme, Alexander Unger, editors
Published Dordrecht ; New York : Springer, ©2012

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Description 1 online resource (viii, 710 pages) : illustrations
Contents Part 1. Computer Games and Game Analysis. The Mediality of Computer Games / Stephan Günzel -- Computer Games as a Comparative Medium: A Few Cautionary Remarks / Connie Veugen -- And What Do You Play?: A Few Considerations Concerning a Genre Theory of Games / Felix Raczkowski -- Interface Analysis: Notes on the "Scopic Regime" of Strategic Action in Real-Time Strategy Games / Serjoscha Wiemer -- Computer Games as Works of Art / Daniel Martin Feige -- A Theory of Non-existent Video Games: Semiotic and Video Game Theory / Paolo Ruffino -- Free Market Economy and Dino Crisis: The Production and Circulation of Knowledge in Strategy Games / Rolf F. Nohr -- The Strange Case of the Misappearance of Sex in Video Games / Tanya Krzywinska -- Growing Game Worlds / Michael Nitsche -- Virtual Worlds: Game or Virtual Society? / Caja Thimm -- Computer Games and Digital Game Cultures: An Introduction / Johannes Fromme and Alexander Unger
Part 2. The Player-Game Relation. MMO Morality / Richard A. Bartle -- Inside and Outside the Game / Dominik Härig -- Egoshooting in Chernobyl: Identity and Subject(s) in the S.T.A.L.K.E.R. Games / Souvik Mukherjee -- Personality Development Through Immersion into Intermediate Areas of Digital Role-Playing Games / Katharina Stephenson-Mittlböck -- Symbolic Interaction in Digital Games: Theoretical Reflections on Dimensions of Meaning Construction in Digital Gameplay / Regina Friess -- Playing by the Visual Rules: An Ecological Approach to Perception and Video Games / Betty Li Meldgaard -- The Effect of Authentic Input Devices on Computer Game Immersion / Daniel Pietschmann, Georg Valtin and Peter Ohler
Part 3. Users, Uses and Social Contexts of Computer Games. Digital Games in the Context of Adolescent Media Behavior / Dorothee M. Meister, Jörg Müller-Lietzkow, Eckhard Burkatzki and Sonja Kröger -- Online Games: Modern Media Worlds of Young People / Jan Keilhauer -- Playing Together: The Player's Repertoire, an Obstacle to Learning / Steve Dahlskog -- The Right Game: Video Game Choice of Children and Adolescents / Sven Jöckel and Leyla Dogruel -- The Challenge of Measuring the Use of Computer Games / Christopher Blake and Christoph Klimmt -- A Critical Interpretation of a New "Creative Industry" in Turkey: Game Studios and the Production of a Value Chain / Mutlu Binark and Günseli Bayraktutan
Part 4. Game and Player Cultures. Mergence of Spaces: MMORPG User-Practice and Everyday Life / Elke Hemminger and Gareth Schott -- Interpretation, Conflict and Instruction in Online Multiplayer Games: Lessons from Warsong Gulch / Diane Carr -- 'Pity There's So Few Girls!' Attitudes to Female Participation in a Swedish Gaming Context / Malin Sveningsson -- The Gender-Offensive: Female Gaming Cultures Between Shooters and Marketing / Jutta Zaremba -- Playing Computer Games as Social Interaction: An Analysis of LAN Parties / Judith Ackermann -- Playing Computer Games as Electronic Sport: In Search of a Theoretical Framework for a New Research Field / Tanja Adamus -- Machinima Filmmaking as Culture in Practice: Dialogical Processes of Remix / Lisbeth Frølunde -- Modding as Part of Game Culture / Alexander Unger -- Digital Game Culture(s) as Prototype(s) of Mediatization and Commercialization of Society: The World Cyber Games 2008 in Cologne as an Example / Jeffrey Wimmer
Part 5. Educational Approaches and Learning. Social Interactions in Virtual Worlds: Patterns and Profiles of Tween Relationship Play / Michael T. Giang, Yasmin B. Kafai, Deborah A. Fields and Kristin A. Searle -- The Instructional Design and Motivational Mechanisms of World of Warcraft / Karsten D. Wolf -- Learning Through Play -- A Delicate Matter: Experience-Based Recursive Learning in Computer Games / Konstantin Mitgutsch -- Learning Instruments: Baroque Music Gets Game / Jennifer Jenson, Suzanne de Castell, Nicholas Taylor, Milena Droumeva and Stephanie Fisher -- Using Simulations as a Starting Point for Constructing Meaningful Learning Games / Eric Klopfer and Ravi Purushotma -- School-Related Computer Game Pedagogy: Core Subjects and Tasks / Matthias Bopp -- Learning to Play: Video Game Literacy in the Classroom / Danny Kringiel -- Digital Games and Media Education in the Classroom: Exploring Concepts, Practices, and Constraints / Johannes Fromme -- Why a Game Canon for Game Studies Education Is Wrong
Summary Annotation 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 for urgent academic enquiry, yet the subject was a research backwater until the turn of the millennium. Even 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 state 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 modding, 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
Analysis Computers and Education
Consciousness
Education
Personality and Social Psychology
Social sciences
Bibliography Includes bibliographical references and index
Notes Print version record
Subject Video games -- Social aspects -- Handbooks, manuals, etc
Educational games -- Handbooks, manuals, etc
GAMES -- Board.
Education.
Sciences sociales.
Sciences humaines.
Computer games -- Social aspects
Educational games
Genre/Form handbooks.
Handbooks and manuals
Handbooks and manuals.
Guides et manuels.
Form Electronic book
Author Fromme, Johannes.
Unger, Alexander
ISBN 9789400727779
9400727771