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"Despite the repressive power of the current regime the immense creativity of popular cultural practices, that negotiate and resist a repressive system, is a potent and dynamic force. This book draws on the expertise and experience of Iranian and international academics and activists to address dive ... more
"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.

Video Games Around the World

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 ... more
"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 ... more
"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 ... more
"Das Digitale führt zu einem tiefgreifenden gesellschaftlichen Wandel. Betroffen sind das politische System unserer parlamentarischen Parteiendemokratie, die Medien sowie das Lernen in seinen unterschiedlichen Ausprägungen. Diese revolutionären Umwälzungen bleiben nicht ohne Folgen. Denn: Über ... more

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 ... more
"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 ... more
"This edited collection provides a much-needed interdisciplinary contextualisation of amateur media before and after Web 2.0. Surveying the institutional, economic and legal construction of the amateur media producer via a series of case studies, it features contributions from experts in the fields ... more
"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 ... more
"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 ... more
"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 ... more