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316.323.9 --- Computers and civilization --- Freedom of information --- Information society --- Interactive multimedia --- -Internet --- Virtual reality --- #SBIB:309H1711 --- #SBIB:309H1016 --- Environments, Virtual --- Virtual environments --- Virtual worlds --- Computer simulation --- Reality --- Hypermedia systems --- Interactive media --- Computer software --- Sociology --- Information superhighway --- Information, Freedom of --- Liberty of information --- Right to know --- Civil rights --- Freedom of speech --- Intellectual freedom --- Telecommunication --- Civilization and computers --- Civilization --- Postmoderne maatschappij. Sociologie van het postmodernisme --- Social aspects --- Social aspects. --- Nieuwe media, informatietechnologie (videotex, beeldplaat, interactieve televisie, vergadertelevisie,...) --- Media: socio-culturele aspecten (massamedia en maatschappij, met inbegrip van cultuurhistorische werken en werken over de maatschappelijke en politieke effecten van de (diverse) media) --- Law and legislation --- 316.323.9 Postmoderne maatschappij. Sociologie van het postmodernisme --- Internet
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Documentary television programs --- Reality television programs --- Television talk shows --- History and criticism. --- Mass communications --- #SBIB:309H1520 --- #SBIB:309H520 --- Talk television programs --- Talk shows --- Talk television shows --- Nonfiction television programs --- Interviewing on television --- Reality-based television programs --- Reality shows (Television programs) --- Documentaries, Television --- Documentary programs, Television --- Telementaries --- Television documentaries --- Television documentary programs --- Documentary mass media --- History and criticism --- Radio en/of televisieprogramma’s: algemene werken (functies, genres, taalgebruik, historiek) --- Audiovisuele communicatie: algemene werken
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This book introduces the critical concepts and debates that are shaping the emerging field of game studies. Exploring games in the context of cultural studies and media studies, it analyses computer games as the most popular contemporary form of new media production and consumption. The book:, Argues for the centrality of play in redefining reading, consuming and creating culture, Offers detailed research into the political economy of games to generate a model of new media production, Examines the dynamics of power in relation to both the production and consumption of computer games This is key reading for students, academics and industry practitioners in the fields of cultural studies, new media, media studies and game studies, as well as human-computer interaction and cyberculture.
Mass communications --- Sociology of culture --- Computer games --- Play (Philosophy) --- Popular culture. --- Social aspects. --- #SBIB:309H040 --- #SBIB:309H103 --- #SBIB:309H17 --- Populaire cultuur algemeen --- Mediatechnologie / ICT / digitale media: sociale en culturele aspecten --- Computer- en videogames --- Play (Philosophy). --- Popular culture --- Culture, Popular --- Mass culture --- Pop culture --- Popular arts --- Communication --- Intellectual life --- Mass society --- Recreation --- Culture --- Philosophy --- Social aspects --- Electronic games --- Internet games --- Television games --- Videogames --- Games
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Mass media --- Technological innovations. --- Massamedia--(communicatiesociologie); technologische aspecten zie {659.3} --- 316.774 Massamedia--(communicatiesociologie); technologische aspecten zie {659.3} --- #KVHA:Journalistiek --- #KVHA:Media --- Technological innovations --- Mass communications --- Mass media criticism --- Médias --- Handbooks, manuals, etc. --- Innovations --- Guides, manuels, etc --- Evaluation --- 791.5 --- auteursrecht --- cultuurfilosofie --- cybercultuur --- digitale film --- economie --- globalisering --- internet --- muziek --- nieuwe media --- politiek --- sociale netwerken --- technologie --- virtual reality --- virtuele realiteit --- visuele communicatie --- YouTube --- 316.774 --- Mass media - Technological innovations
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nieuwe media --- kunst en technologie --- digitale media --- cybercultuur --- cyberspace --- interactiviteit --- virtuele realiteit --- virtual reality --- McLuhan Marshall --- internet --- 791.5 --- Mass media --- Technological innovations --- Economic production --- Mass communications --- Technological innovations. --- #SBIB:309H022 --- #SBIB:309H103 --- #SBIB:309H1713 --- Massacommunicatie --- Mediatechnologie / ICT / digitale media: sociale en culturele aspecten --- Mediatechnologie: nieuwe toepassingen (abonnee-televisie, electronic mail, desk top publishing, virtuele realiteit...)
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