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Mobile Gaming in Asia: Politics, Culture and Emerging Technologies
Dordrecht: Springer (2017), vi, 247 pp.
"This book analyzes mobile gaming in the Asian context and looks into a hitherto neglected focus of inquiry - a localized mobile landscape, with particular reference to young Asians' engagement with mobile gaming. This edition focuses not only on the remarkable success of local mobile games, but als
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Storytelling for Interactive Digital Media and Video Games
Boca Raton, Fl.: CRC Press, Taylor & Francis (2017), xv, 280 pp.
"This book is the perfect guide to aspiring storytellers as it illustrates the different manner of how and why stories are told, and how to make them "interactive." Storytelling features heavy game development as a method of storytelling and delivery, and how to develop compelling plots, characters,
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Spielend lernen! Computerspiele(n) in Schule und Unterricht
Düsseldorf; München: kopaed (2017), 198 pp.
"Computerspiele sind Kulturgut. Sie sind etablierte und treibende Kraft gesellschaftlicher Transformationsprozesse in der Freizeitgestaltung und des Medienkonsums zu Unterhaltungszwecken. Aber lassen sich gerade in kommerziellen Spielen – sogenannten off-the-shelf games – auch Bildungspotenziale
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Klimaschutz als Medienwirkung: Eine kommunikationswissenschaftliche Studie zur Konzeption, Rezeption und Wirkung eines Online-Spiels zum Stromsparen
Ilmenau: Universitätsverlag Ilmenau (2016), 276 pp.
"Aus der Perspektive der Rezeptions- und Wirkungsforschung stellt sich die Frage, wie mediale Kommunikation dazu beitragen kann, dass Menschen klimabewusster handeln. Die bisherigen Ergebnisse zeigen, dass viele der typischen Darstellungsformen des Klimawandels - wie Katastrophenbilder - eher kontra
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Video Games Around the World
Deep Insights
Cambridge, Mass.; London: MIT Press (2015), xiv, 697 pp.
"Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and cultur
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Digitales Erzählen: Die Dramaturgie der neuen Medien
Konstanz; München: UVK (2014), 252 pp.
"Dennis Eick zeigt, welche neuen Erzählformen durch das Internet und die technischen Möglichkeiten der Digitalisierung realisiert werden können. Er stellt zahlreiche Beispiele aus dem nationalen und internationalen Bereich vor und führt Interviews mit namhaften Fachleuten aus den einzelnen Genre
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Storytelling in virtuellen Welten
Konstanz; München: UVK (2014), 297 pp.
"David Lochner gibt einen Überblick über die vielfältigen Möglichkeiten des Erzählens im virtuellen Raum. Ob Animationsfilm, digitales Spiel oder interaktiver Film – sie alle bieten Autoren und Produzenten neue Wege, Geschichten zu erzählen: Visionen, Träume und Welten zu entwickeln, die da
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Playing with Religion in Digital Games
Bloomington; Indianapolis: Indiana University Press (2014), ix, 301 pp.
"Shaman, paragon, God-mode: modern video games are heavily coded with religious undertones. From the Shinto-inspired Japanese video game 'Okami' to the internationally popular 'The Legend of Zelda' and 'Halo', many video games rely on religious themes and symbols to drive the narrative and frame the
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Making Democracy Fun: How Game Design can Empower Citizens and Transform Politics
Cambridge, Mass.: MIT Press (2014), viii, 267 pp.
"In Making Democracy Fun, Josh Lerner offers a novel solution for the sad state of our deliberative democracy: the power of good game design. What if public meetings featured competition and collaboration (such as team challenges), clear rules (presented and modeled in multiple ways), measurable pro
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Ringvorlesung Games: Retro-Games, Gamification, Augmented Reality
München: Hooffacker (2014), 128 pp.
"Chancen und Risiken von Computerspielen, Retro Gaming, Gamification, Sim Games und Augmented Reality: Im Wintersemester 2013/2014 haben sich Professorinnen und Professoren aus ganz Bayern an der ersten bayernweiten Ringvorlesung Games beteiligt. Der MedienCampus Bayern und Games/Bavaria haben für
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Religion, the Making of Goddess and Video Game in an Oral Tradition
Religion and Social Communication, volume 10, issue 1 (2012), pp. 39-72
Mit Computerspielern ins Spiel kommen: Dokumentation von Fallanalysen
Berlin: Vistas; Landesanstalt für Medien NRW (2011), 129 pp.
La generación interactiva en Iberoamérica 2010: Niños y adolescentes ante las pantallas
Madrid: Foro Generaciones Interactivas; Fundación Telefónica (2011), 635 pp.
"En 2010 el Foro desplegó una nueva investigación en la que han participado ocho países: Argentina, Brasil, Chile, Colombia, Ecuador, Guatemala, México y Perú. El esfuerzo realizado por los equipos locales del Foro, con el apoyo inestimable de Fundación Telefónica y de Telefónica, ha permiti
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Interactive Storytelling for Video Games: A Player-Centered Approach to Creating Memorable Characters and Stories
Burlington, MA: Focal Press (2011), xi, 319 pp.
"Game stories have evolved from the simple kidnapped-girl plot of Donkey Kong to the complex novel-length tales of modern RPGs. In addition, the ability of the player to interact with and affect the story has created many new and different types of stories that are difficult if not impossible to por
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Entertainment-Education Through Digital Games
"In summary, the present chapter analyzed the role of digital games in the growing practice of entertainment-education. We argued that serious games should not be automatically labeled as E-E digital games just because they include some social content. Connections were drawn between the social inter
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Videojuegos y violencia: Guía para la acción
Washington, DC; Lima: Pan American Health Organization (PAHO); Cooperación Técnica Alemana (GTZ) (2008), 51 pp.
The Ecology of Games: Connecting Youth, Games, and Learning
Cambridge: MIT Press (2008), ix, 278 pp.
"In the many studies of games and young people's use of them, little has been written about an overall “ecology” of gaming, game design and play—mapping the ways that all the various elements, from coding to social practices to aesthetics, coexist in the game world. This volume looks at games
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Picture Yourself Creating Video Games
Boston: Course Technology (2008), 233 pp.
"This book is for people who are interested in creating their own computer games for the Windows platform. Using the easy but powerful The Games Factory 2 software, you will be able to make games quicker and easier than ever before, without any programming knowledge. Game creation is a lot of fun an
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