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Culture de l'information. --- Jeux vidéo. --- Sciences de l'information.
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Game culture and material culture have always been closely linked. Analog forms of rule-based play (ludus) would hardly be conceivable without dice, cards, and game boards. In the act of free play (paidia), children as well as adults transform simple objects into multifaceted toys in an almost magical way. Even digital play is suffused with material culture: Games are not only mediated by technical interfaces, which we access via hardware and tangible peripherals. They are also subject to material hybridization, paratextual framing, and processes of de-, and re-materialization.
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Game culture and material culture have always been closely linked. Analog forms of rule-based play (ludus) would hardly be conceivable without dice, cards, and game boards. In the act of free play (paidia), children as well as adults transform simple objects into multifaceted toys in an almost magical way. Even digital play is suffused with material culture: Games are not only mediated by technical interfaces, which we access via hardware and tangible peripherals. They are also subject to material hybridization, paratextual framing, and processes of de-, and re-materialization.
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Game culture and material culture have always been closely linked. Analog forms of rule-based play (ludus) would hardly be conceivable without dice, cards, and game boards. In the act of free play (paidia), children as well as adults transform simple objects into multifaceted toys in an almost magical way. Even digital play is suffused with material culture: Games are not only mediated by technical interfaces, which we access via hardware and tangible peripherals. They are also subject to material hybridization, paratextual framing, and processes of de-, and re-materialization.
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Die Game Studies haben in den letzten Jahren viel Aufmerksamkeit erfahren und werden betont multidisziplinär betrieben. Doch trotz eines »Iconic Turn« gibt es kaum Ansätze, die sich explizit mit der Bildlichkeit des Computerspiels auseinandersetzen. Ausgehend von den vielfältigen Darstellungsformen des Avatars - dem grafischen Stellvertreter des Spielers - erprobt Benjamin Beil einen neuen Zugang zum zeitgenössischen Computerspiel, der ludologische wie narrative Aspekte in einer bildwissenschaftlichen Perspektive vereint und den Avatar als »Schnittstelle« zwischen Raum, Interaktion, Interface und Perspektive vorstellt. »Die Studie bietet eine detaillierte theoretische Erfassung von gleichermaßen ›historischen‹ wie auch zeitgenössischen Spielerfiguren und liefert das Handwerkszeug, den Großteil der Spiele einer genauen Untersuchung ihrer interaktiven Bildebenen zu unterziehen.« Dennis Fassing, Kinder- und Jugendliteraturforschung 2013/14 »Ein äußerst empfehlenswertes Buch für all jene, die sich für die bildwissenschaftliche Perspektive der Game-Studies interessieren.« Alexander Pfeiffer, r:k:m, 17.08.2013 »Der kreative, interdisziplinäre Ansatz des Autors mutet vielversprechend an.« Martin Hennig, MEDIENwissenschaft, 5 (2013) Besprochen in: GMK-Newsletter, 11/12 (2012)
Computerspiel; Avatar; Rückenfigur; Ästhetische Grenze; Interface; HUD; Medialität; Iconic Turn; Ludologie; Medien; Internet; Bild; Computerspiele; Bildwissenschaft; Medienästhetik; Digitale Medien; Medienwissenschaft; Media; Image; Computer Games; Visual Studies; Media Aesthetics; Digital Media; Media Studies; --- Computer Games. --- Digital Media. --- Image. --- Internet. --- Media Aesthetics. --- Media Studies. --- Visual Studies.
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The volume addresses the matter of participatory media practices as playful appropriations within current digital media culture and artistic research. The aim is to explore and trace the shifting boundaries between media production and media use, and to develop concepts and methodologies that work within participatory media cultures. Therefore the articles explore and establish nuanced approaches to the oftentimes playful practices associated with the appropriation of technology. Contents Playful Participatory Practices.- Institutions in Play: Practices of Legitimation in Games.- Intrinsic Research: a Practice-Based Approach to Computer Game Modding.- Editor Games: Digital Construction Kits at the Beginning and End of a Participatory Gaming Culture.- Ecologies of Friends: Boy Masters of Craft, Live-Streaming, and Pockets of Others.- Modding the Stage.- Digging Deep - Mud as Medium: Playful Encounters with the Soil.- Expanded Game Art and Neurointerfaces as Means of Produsage.- On Action Target Groups Lecturers and students in the fields of media and communications studies The Editors Dr. Pablo Abend works at the Graduate School Locating Media at the University of Siegen. Benjamin Beil is Professor of Media Studies & Digital Culture at the Department of Media Culture & Theatre at the University of Cologne. Vanessa Ossa is a research associate at the Collaborative Research Center 923 "Threatened Order - Societies Under Stress" at the University of Tübingen.
Games --- Psychological aspects. --- Popular Culture. --- Mass media. --- Communication. --- Sociology. --- Popular Culture . --- Media Sociology. --- Media Research. --- Social theory --- Social sciences --- Communication, Primitive --- Mass communication --- Sociology --- Media, Mass --- Media, The --- Communication --- Culture, Popular --- Mass culture --- Pop culture --- Popular arts --- Intellectual life --- Mass society --- Recreation --- Culture
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Jeux vidéo. --- Cultural studies. --- Culture.
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The volume addresses the matter of participatory media practices as playful appropriations within current digital media culture and artistic research. The aim is to explore and trace the shifting boundaries between media production and media use, and to develop concepts and methodologies that work within participatory media cultures. Therefore the articles explore and establish nuanced approaches to the oftentimes playful practices associated with the appropriation of technology. Contents Playful Participatory Practices.- Institutions in Play: Practices of Legitimation in Games.- Intrinsic Research: a Practice-Based Approach to Computer Game Modding.- Editor Games: Digital Construction Kits at the Beginning and End of a Participatory Gaming Culture.- Ecologies of Friends: Boy Masters of Craft, Live-Streaming, and Pockets of Others.- Modding the Stage.- Digging Deep - Mud as Medium: Playful Encounters with the Soil.- Expanded Game Art and Neurointerfaces as Means of Produsage.- On Action Target Groups Lecturers and students in the fields of media and communications studies The Editors Dr. Pablo Abend works at the Graduate School Locating Media at the University of Siegen. Benjamin Beil is Professor of Media Studies & Digital Culture at the Department of Media Culture & Theatre at the University of Cologne. Vanessa Ossa is a research associate at the Collaborative Research Center 923 "Threatened Order - Societies Under Stress" at the University of Tübingen.
Sociology of culture --- Sociology --- Mass communications --- populaire cultuur --- sociologie --- communicatie --- massamedia
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Der Band »New Game Plus« präsentiert eine vielfältige Auswahl aktueller Methoden und Ansätze der Computerspielforschung. Die Beiträge fragen: Welche Themen beherrschen die Game Studies, nachdem viele ehemals zentrale Debatten allenfalls noch historischen Wert besitzen? Welche (inter-)disziplinären Kooperationen haben sich als fruchtbar erwiesen, welche sind gescheitert? Wie verhalten sich Game Studies und Game Design bzw. Game-Design-Theorie zueinander? Und nicht zuletzt: Wie hat der (massen-)kulturelle Durchbruch digitaler Spiele andere Disziplinen beeinflusst, etwa Literatur-, Kunst-, Theater- und Filmwissenschaft? Mit Beiträgen von u.a. Ian Bogost, Thomas Hensel, Jesse Schell, Stephan Schwingeler und Eric Zimmerman. »Der Band [legt] eindrücklich Zeugnis davon ab, wie neue Gegenstände untersucht sowie innovative Konzepte erprobt werden und präsentiert sich so als eine wichtige, reichhaltige Fundgrube für die Spieleforschung.« Peter Podrez, MEDIENwissenschaft, 2 (2015) Besprochen in: GMK-Newsletter, 2 (2015) merz, 59/4 (2015)
Game Studies; Medienkultur; Game Design; Computerspielforschung; Massenkultur; Medienwissenschaft; Medien; Computerspiele; Medienästhetik; Digitale Medien; Media Culture; Computer Games Research; Mass Culture; Media Studies; Media; Computer Games; Media Aesthetics; Digital Media; --- Computer Games Research. --- Computer Games. --- Digital Media. --- Game Design. --- Mass Culture. --- Media Aesthetics. --- Media Culture. --- Media Studies. --- Media.
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