Zobrazeno 1 - 10
of 14
pro vyhledávání: '"Indoor games and amusements"'
Autor:
Manovich, Lev
Publikováno v:
Digarec Series, 06 (2011), S. 116 - 156
Over the last 20 years, information visualization became a common tool in science and also a growing presence in the arts and culture at large. However, the use of visualization in cultural research is still in its infancy. Based on the work in the a
Externí odkaz:
http://opus.kobv.de/ubp/volltexte/2011/4984/
Autor:
Aarseth, Espen
Publikováno v:
Digarec Series, 06 (2011), S. 050 - 069
Academic language should not be a ghetto dialect at odds with ordinary language, but rather an extension that is compatible with lay-language. To define ‘game’ with the unrealistic ambition of satisfying both lay-people and experts should not be
Externí odkaz:
http://opus.kobv.de/ubp/volltexte/2011/4981/
Autor:
Mäyrä, Frans, Ermi, Laura
Publikováno v:
Digarec Series, 06 (2011), S. 088 - 115
This co-authored paper is based on research that originated in 2003 when our team started a series of extensive field studies into the character of gameplay experiences. Originally within the Children as the Actors of Game Cultures research project,
Externí odkaz:
http://opus.kobv.de/ubp/volltexte/2011/4983/
Publikováno v:
Digarec Series, 06 (2011), S. 006 - 017
Externí odkaz:
http://opus.kobv.de/ubp/volltexte/2011/4979/
Autor:
Salen, Katie
Publikováno v:
Digarec Series, 06 (2011), S. 070 - 087
This paper addresses a theoretical reconfiguration of experience, a repositioning of the techno-social within the domains of mobility, games, and play, and embodiment. The ideas aim to counter the notion that our experience with videogames (and digit
Externí odkaz:
http://opus.kobv.de/ubp/volltexte/2011/4982/
Autor:
Wolf, Mark J. P.
Publikováno v:
Digarec Series, 06 (2011), S. 018 - 049
Space is understood best through movement, and complex spaces require not only movement but navigation. The theorization of navigable space requires a conceptual representation of space which is adaptable to the great malleability of video game space
Externí odkaz:
http://opus.kobv.de/ubp/volltexte/2011/4980/
Zusammenfassung: Zielsetzung: Der Glücksspielstaatsvertrag verpflichtet Anbietende von Glücksspielen Spielerschutzmaßnahmen zu implementieren. Befunde, die Rückschlüsse auf die Erreichbarkeit von Problemspielenden ermöglichen, sind limitiert; e
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::73fe1aa9867cf6e08ef5e3a182e1ef8d
The sixth volume of the DIGAREC Series holds the contributions to the DIGAREC Keynote-Lectures given at the University of Potsdam in the winter semester 2009/10. With contributions by Mark J.P. Wolf (Concordia University Wisconsin), Espen Aarseth (Ce
Externí odkaz:
http://opus.kobv.de/ubp/volltexte/2011/4978/
Autor:
Jara Soto, David
The dissertation discusses the use and impact of “literary” framing (as by Werner Wolf) in generating and negotiating fictional spaces, narratives and meanings within the medium of tabletop role-playing games (TRPGs). In a second step, the text d
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::cb617c4f72bfbb7c7b761672e1d9f1d3
Autor:
Höller, Beatrice
Beatrice Höller carefully analyzes the distinct and multivalent word-image relations rendered on three inkstone cases created in late fifteenth century Kyoto. The exquisitely designed cases are not only well known; with each one designated as an “
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::e2624dd92c36ee50944da8c84a501b65
http://archiv.ub.uni-heidelberg.de/volltextserver/29039/
http://archiv.ub.uni-heidelberg.de/volltextserver/29039/