Zobrazeno 1 - 10
of 113
pro vyhledávání: '"Nohr, Rolf F."'
Autor:
Cretu, Andrei, Ernst, Wolfgang, Fischer, Thomas, von Herrmann, Hans-Christian, Höltgen, Stefan, Nohr, Rolf F., Schauerte, Eva, Schrickel, Isabell, Vehlken, Sebastian
Frictions is a collective invitation to embrace the space of difference that both connects and separates techno-scientific discourses from their actual implementations—or even, from their non-implementations. Through a series of case studies focuse
Externí odkaz:
https://library.oapen.org/handle/20.500.12657/88720
Autor:
Nohr, Rolf F.
Publikováno v:
Textpraxis, Vol 8, Iss 2 (2017)
Spiele der Portal-Reihe und The Stanley Parable variieren Prinzipien der gamification und inszenieren die permanente Testierung eines spielenden Subjekts als eine ›Allegorie‹ auf das Spielen als Kulturtechnik. Der Artikel liest diese Kulturtechni
Externí odkaz:
https://doaj.org/article/133d6976a19a4089b1e940f9aa75d8f9
Autor:
Nohr, Rolf F.
Publikováno v:
Digarec Series, 4 (2010), S. 130 - 145
Reflecting on how and with what kind of consequences something artificial, something manufactured becomes naturalized in video games will be the central issue of this text. It deals with the question of how the video game hides its artificiality in t
Externí odkaz:
http://opus.kobv.de/ubp/volltexte/2010/4274/
Autor:
Nohr, Rolf F.1 (AUTHOR) r.nohr@hbk-bs.de
Publikováno v:
European Journal of American Culture. Jun2024, Vol. 43 Issue 2, p127-140. 14p.
Autor:
Kaldrack, Irina, Nohr, Rolf F.
Preferable Futures delves into the question of possible, probable, and desirable futures amidst the pressures of climate change and digitalization. Through a diverse range of perspectives, the book explores ways to negotiate and create desirable futu
Externí odkaz:
https://library.oapen.org/handle/20.500.12657/88701
Autor:
Nohr, Rolf F.
Publikováno v:
Digital Culture & Society. 2021, Vol. 7 Issue 1, p29-51. 23p.
Autor:
Nohr, Rolf F.
Publikováno v:
Eludamos: Journal for Computer Game Culture; Vol. 10 No. 1 (2019); 67-90
The decision making process in a given game is usually organized in binary form and oriented toward a final and finite set of goals. This determinative action shapes the game on both formal and ludological levels. At the same time, however, the compu
Autor:
Nohr, Rolf F., Röhle, Theo
Publikováno v:
Zeithistorische Forschungen / Studies in Contemporary History, 13, 1, 38-60
Unternehmensplanspiele entstanden in den USA um 1956 aus militärischen Simulationsprogrammen, Fallstudien an Business Schools sowie Kriegsplanspielen und einer Reihe weiterer Einflussgrößen. Angesiedelt am Schnittpunkt von Unternehmensführung, ö
Externí odkaz:
https://www.ssoar.info/ssoar/handle/document/63391