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"A tese parte da constatação de que existem componentes do sagrado que podem determinar ou não as narrativas dos jogos eletrônicos, para investigar os elementos religiosos presentes nos operadores audiovisuais dos games, a partir dos referenciais teóricos da transdiciplinaridade-complexidade e ... more

Atlas der digitalen Welt

Frankfurt am Main; New York: Campus Verlag (2020), 271 pp.
"Jeder, der sich in irgendeiner Form mit digitalen Medien beschäftigt, lebt in einer paradoxen Welt: Denn zu keinem Feld existieren mehr Daten, Informationen und Statistiken. Aber zugleich handelt es sich stets um isolierte, winzige Partikel und Fragmente, die sich nicht integrieren lassen. Das Pro ... more
"Where do we end up when we enter the time machine that is the digital game? One axiomatic truth of historical research is that the past is the time-space that eludes human intervention. Every account made of the past is therefore only an approximation. But how is it that strolling through ancient A ... more
"There are still opposing and restraining forces to globalization processes taking place in media, and the global mediascape comprises international, regional and local markets, and global and local players, which in recent years have evolved at an uneven pace. By analyzing similarities and differen ... more
"In this new edition of the pioneering text, students learn to assess the major theories used to analyze games, such as ludology and narratology, and gain familiarity with the commercial and organizational aspects of the game industry. Drawing from historical and contemporary examples, the student-f ... more
"Der vorliegende Band begründet ein kompetenz- und lerngruppenorientiertes Modell, mit dem ethische Lernprozesse anhand fiktiver Jugendfiguren aus narrativen TV- und Videospielserien sowie Let’s Plays konzipiert und initiiert werden können. Dabei werden die Begebenheiten des Lernorts, die Hetero ... more
"From the Occupy movement to playful city-making to the gameful designs of the Obama 2008 and Trump 2016 presidential campaigns, and the rise of citizen science and ecological games, this book shows how play is a key theoretical, methodological, and practical principle for comprehending such new for ... more
"In chapters examining a broad range of issues - including sexuality, politics, education, race, gender relations, the environment and social protest movements - Digitized Lives argues that making sense of digitized culture means looking past the glossy surface of techno gear to ask deeper questions ... more
"Esta guía está dirigida a todas las personas interesadas en profundizar y conocer un poco más la exposición 'Videojuegos. Los dos lados de la pantalla'. Con este documento hemos planteado diversas cuestiones, seleccionado algunas piezas y proponemos actividades para poder realizar antes o despu ... more
"The innovative research in Video Games and the Global South focuses on a range of topics including art games and serious games from the global south, postcolonialism and cultural representation, player communities, software modification (modding), intercultural communication online, racism and sexi ... more
"Digital Middle East sheds a critical light on continuing changes that are closely intertwined with the adoption of information and communication technologies in the MENA region. Drawing on case studies from throughout the Middle East, the contributors explore how these digital transformations are p ... more
"How can videogames portray love and loss? Games and Bereavement answers this question by looking at five videogames and carrying out a participatory design study with grievers. Sabine Harrer highlights possible connections between grief and videogames, arguing that game design may help make difficu ... more
"Das Werk vermittelt verständlich und anschaulich den aktuellen Stand des Wissens zum Einsatz neuer Medien in der Klinischen Psychologie und Psychotherapie. Neben dem Wandel psychologischen und psychotherapeutischen Denkens und Handelns beleuchten die AutorInnen auch die daraus entstehenden ethisch ... more
"In this review essay, I will chart the history of video game technology, the emergence of game studies as a field, provide an overview of the key aspects of gender and video game research, and highlight key debates in gender and video games research." (Page 5)
"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 ... more

Digitalization and Society

Frankfurt am Main et al.: Peter Lang (2017), 210 pp.