Computerspiel und Lebenswelt

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Publisher : transcript Verlag
ISBN 13 : 3839428815
Total Pages : 317 pages
Book Rating : 4.8/5 (394 download)

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Book Synopsis Computerspiel und Lebenswelt by : Thomas Lackner

Download or read book Computerspiel und Lebenswelt written by Thomas Lackner and published by transcript Verlag. This book was released on 2014-09-30 with total page 317 pages. Available in PDF, EPUB and Kindle. Book excerpt: Computerspiele beeinflussen zunehmend das Denken und Handeln der spielenden Menschen auch in der Realität. Sie sind ein wichtiger Bestandteil des täglichen Lebens geworden und rücken damit auch ins Interesse der kulturanthropologischen Forschung. Thomas Lackner zeigt, dass es für die Kulturwissenschaften gilt, die Auswirkungen der Spiel-Welten auf die Menschen zu erfassen und die wechselseitigen Transfers zwischen der virtuellen Realität der Online-Welten und dem realen Alltagsleben zu untersuchen. Die Computerspiele dürfen dabei nicht unabhängig vom sozialen Leben gedacht und analysiert werden, sondern in der Verschränkung mit der jeweiligen konkreten Lebenswelt der Spielerinnen und Spieler.

Eine Analyse zur Bedeutung von Computerspielen für die Lebenswelt Kinder und Jugendlicher

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Publisher : GRIN Verlag
ISBN 13 : 3640718275
Total Pages : 37 pages
Book Rating : 4.6/5 (47 download)

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Book Synopsis Eine Analyse zur Bedeutung von Computerspielen für die Lebenswelt Kinder und Jugendlicher by : Christian Radtke

Download or read book Eine Analyse zur Bedeutung von Computerspielen für die Lebenswelt Kinder und Jugendlicher written by Christian Radtke and published by GRIN Verlag. This book was released on 2010 with total page 37 pages. Available in PDF, EPUB and Kindle. Book excerpt: Studienarbeit aus dem Jahr 2010 im Fachbereich Sozialp dagogik / Sozialarbeit, Note: 2,3, Hochschule Hannover, Sprache: Deutsch, Abstract: "Das Gef hrlichste an der Technik ist, dass sie ablenkt von dem, was den Menschen wirklich ausmacht, von dem, was er wirklich braucht." Obwohl Elias Canetti bereits 1994 starb, beschreibt er genau das, was f r heutige Verh ltnisse immer h ufiger zutrifft. Die Zeit ist durch eine sich immer schneller entwickelnde Wissenschaft und Technik gekennzeichnet. Unsere Lebensverh ltnisse haben sich diesem Trend dahingehend angepasst, dass neuste technische Errungenschaften unmittelbar in den Alltag der Menschen mit einflie en. Gerade die Auswirkungen der Technik, insbesondere die der Computerbranche, sind interessant. Bringt der Computer nun wirklich mehr Kommunikation, oder l sst er uns in unserem K mmerchen vereinsamen? Ist ein K hlschrank, der automatisch Milch nachbestellt, wirklich erstrebenswert? M ssen wir, um zehn Telefonnummern zu verwalten, gleich einen PC einschalten? Reicht nicht auch, ein handschriftliches Merkheft, neben dem Telefon platziert, aus? Diese Fragen sollen hier nicht beantwortet werden, sie stehen jedoch exemplarisch f r die Notwendigkeit, den technischen Fortschritt st ndig zu hinterfragen. Der Computer ist aus unserem Leben nicht mehr wegzudenken. Dabei beschr nkt sich die digitale Datenverarbeitung nicht nur auf die Arbeits-welt. Computer beherrschen zunehmend unsere Freizeit und haben schon l ngst Einzug in die Kinderzimmer gefunden. Gerade Kinder und Jugendliche verlieren sich gern in der virtuellen Welt der Spiele am Computer. Daher muss sich auch die die Soziale Arbeit mit den Computern als Spielplattform der Jugend auseinander setzen. Die Hausarbeit setzt sich zun chst mit der Frage auseinander: "Warum haben Computerspiele auf Kinder und Jugendliche so eine Anziehungs-kraft?" Im Weiteren soll die Bedeutung von Computerspielen f r die Le-benswelt von Kinder und Jugendlichen anhand eines Fallbeispiels

Early Modernity and Video Games

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Publisher : Cambridge Scholars Publishing
ISBN 13 : 1443862347
Total Pages : 265 pages
Book Rating : 4.4/5 (438 download)

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Book Synopsis Early Modernity and Video Games by : Florian Kerschbaumer

Download or read book Early Modernity and Video Games written by Florian Kerschbaumer and published by Cambridge Scholars Publishing. This book was released on 2014-06-26 with total page 265 pages. Available in PDF, EPUB and Kindle. Book excerpt: We cannot think of modern society without also thinking of video games. And we cannot think of video games without thinking of history either. Games that deal with history are sold in ever-increasing numbers, striving to create increasingly lively images of things past. For the science of history, this means that the presentation of historical content in such games has to be questioned, as well as the conceptions of history they embody. How do games create the feeling that they portray a past acceptable to their players? Do these popular representations of history intersect with academic narratives, or not? While a considerable body of work on similar questions already exists, both for medieval history as well as for those games dealing with the 20th century, early modernity has not yet been treated in this context. As many games draw their imagery – perhaps their success, too? – from the years between 1450 and 1815, it is to their understanding that this volume is dedicated. The contributions encompass a wide range of subjects and games, from Age of Empires to Assassin’s Creed, from Critical Discourse Analysis to Ludology. One aim unites them, namely an understanding of what happens when video games encounter early modernity.

Teaching the Middle Ages through Modern Games

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Publisher : Walter de Gruyter GmbH & Co KG
ISBN 13 : 3110712113
Total Pages : 230 pages
Book Rating : 4.1/5 (17 download)

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Book Synopsis Teaching the Middle Ages through Modern Games by : Robert Houghton

Download or read book Teaching the Middle Ages through Modern Games written by Robert Houghton and published by Walter de Gruyter GmbH & Co KG. This book was released on 2022-10-24 with total page 230 pages. Available in PDF, EPUB and Kindle. Book excerpt: Games can act as invaluable tools for the teaching of the Middle Ages. The learning potential of physical and digital games is increasingly undeniable at every level of historical study. These games can provide a foundation of information through their stories and worlds. They can foster understanding of complex systems through their mechanics and rules. Their very nature requires the player to learn to progress. The educational power of games is particularly potent within the study of the Middle Ages. These games act as the first or most substantial introduction to the period for many students and can strongly influence their understanding of the era. Within the classroom, they can be deployed to introduce new and alien themes to students typically unfamiliar with the subject matter swiftly and effectively. They can foster an interest in and understanding of the medieval world through various innovative means and hence act as a key educational tool. This volume presents a series of essays addressing the practical use of games of all varieties as teaching tools within Medieval Studies and related fields. In doing so it provides examples of the use of games at pre-university, undergraduate, and postgraduate levels of study, and considers the application of commercial games, development of bespoke historical games, use of game design as a learning process, and use of games outside the classroom. As such, the book is a flexible and diverse pedagogical resource and its methods may be readily adapted to the teaching of different medieval themes or other periods of history.

Playing the Middle Ages

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Publisher : Bloomsbury Publishing
ISBN 13 : 135024290X
Total Pages : 289 pages
Book Rating : 4.3/5 (52 download)

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Book Synopsis Playing the Middle Ages by : Robert Houghton

Download or read book Playing the Middle Ages written by Robert Houghton and published by Bloomsbury Publishing. This book was released on 2023-08-24 with total page 289 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Middle Ages have provided rich source material for physical and digital games from Dungeons and Dragons to Assassin's Creed. This volume addresses the many ways in which different formats and genre of games represent the period. It considers the restrictions placed on these representations by the mechanical and gameplay requirements of the medium and by audience expectations of these products and the period, highlighting innovative attempts to overcome these limitations through game design and play. Playing the Middle Ages considers a number of important and timely issues within the field including: one, the connection between medieval games and political nationalistic rhetoric; two, trends in the presentation of religion, warfare and other aspects of medieval society and their connection to modern culture; three, the problematic representations of race; and four, the place of gender and sexuality within these games and the broader gaming community. The book draws on the experience of a wide-ranging and international group of academics across disciplines and from games designers. Through this combination of expertise, it provides a unique perspective on the representation of the Middle Ages in modern games and drives key discussions in the fields of history and game design.

›Assassin’s Creed‹ in the Classroom

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Publisher : Walter de Gruyter GmbH & Co KG
ISBN 13 : 3111253473
Total Pages : 266 pages
Book Rating : 4.1/5 (112 download)

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Book Synopsis ›Assassin’s Creed‹ in the Classroom by : Erik Champion

Download or read book ›Assassin’s Creed‹ in the Classroom written by Erik Champion and published by Walter de Gruyter GmbH & Co KG. This book was released on 2023-12-18 with total page 266 pages. Available in PDF, EPUB and Kindle. Book excerpt: The open world role-playing Assassin’s Creed video game series is one of the most successful series of all time, praised for its in-depth use of historical characters and events, compelling graphics, and addictive gameplay. Assassin’s Creed games offer up the possibility of exploring history, mythology, and heritage immersively, graphically, and imaginatively. This collection of essays by architects archaeologists and historiansexplores the learning opportunities of playing, modifying, and extending the games in the classroom, on location, in the architectural studio, and in a museum.

Pleasure and Leisure in the Middle Ages and Early Modern Age

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Publisher : Walter de Gruyter GmbH & Co KG
ISBN 13 : 3110623072
Total Pages : 764 pages
Book Rating : 4.1/5 (16 download)

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Book Synopsis Pleasure and Leisure in the Middle Ages and Early Modern Age by : Albrecht Classen

Download or read book Pleasure and Leisure in the Middle Ages and Early Modern Age written by Albrecht Classen and published by Walter de Gruyter GmbH & Co KG. This book was released on 2019-08-05 with total page 764 pages. Available in PDF, EPUB and Kindle. Book excerpt: Jan Huizinga and Roger Caillois have already taught us to realize how important games and play have been for pre-modern civilization. Recent research has begun to acknowledge the fundamental importance of these aspects in cultural, religious, philosophical, and literary terms. This volume expands on the traditional approach still very much focused on the materiality of game (toys, cards, dice, falcons, dolls, etc.) and acknowledges that game constituted also a form of coming to terms with human existence in an unstable and volatile world determined by universal randomness and fortune. Whether considering blessings or horse fighting, falconry or card games, playing with dice or dolls, we can gain a much deeper understanding of medieval and early modern society when we consider how people pursued pleasure and how they structured their leisure time. The contributions examine a wide gamut of approaches to pleasure, considering health issues, eroticism, tournaments, playing music, reading and listening, drinking alcohol, gambling and throwing dice. This large issue was also relevant, of course, in non-Christian societies, and constitutes a critical concern both for the past and the present because we are all homines ludentes.

Studies in Medievalism XXXIII

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Publisher : Boydell & Brewer
ISBN 13 : 1843847175
Total Pages : 271 pages
Book Rating : 4.8/5 (438 download)

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Book Synopsis Studies in Medievalism XXXIII by : Karl Fugelso

Download or read book Studies in Medievalism XXXIII written by Karl Fugelso and published by Boydell & Brewer. This book was released on 2024-04-16 with total page 271 pages. Available in PDF, EPUB and Kindle. Book excerpt: Essays on the post-modern reception and interpretation of the Middle Ages. Though Studies in Medievalism has hosted many essays on gender, this is the first volume devoted specifically to that theme. The first part features four short essays that directly address manifestations of sexism in postmedieval responses to the Middle Ages: gender substitutions in a Grail Quest episode of the 2023 television series Mrs. Davis, repurposed misogyny in the last two episodes of Game of Thrones (2011-19), traditional gender stereotypes in Capital One's credit card commercials from 2000 to 2013, and "shaggy" medievalism in Robert Eggers' 2022 film The Northman. The second part contains ten longer essays, which collectively continue to demonstrate the ubiquity of gender issues and the extraordinary flexibility of approaches to them. The authors discuss the misogynistic sexualization of Grendel's mother in Parke Godwin's 1995 fantasy novel The Tower of Beowulf, in Graham Baker's 1999 film Beowulf, in three episodes from the television series Xena: Warrior Princess, and in Robert Zemeckis's 2007 film Beowulf; gender substitution in David Lowery's 2021 film The Green Knight and in Kinoku Nasu's and Takashi Takeuchi's anime series Fate (2004-); female authorship of three early-nineteenth-century plays about court ladies' medieval empowerment; extraordinary violence in medievalist video games; nationalism in fake nineteenth-century medievalist documents and in contemporary online fora; racial discrimination in video gaming and in Jim Crow literature; and the condemnation of racism in Maria Dahvana Headley's 2018 novel The Mere Wife.

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Author :
Publisher : Waxmann Verlag
ISBN 13 : 3830976542
Total Pages : 344 pages
Book Rating : 4.8/5 (39 download)

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Book Synopsis by :

Download or read book written by and published by Waxmann Verlag. This book was released on with total page 344 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Children in the New Media Landscape

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Publisher :
ISBN 13 :
Total Pages : 388 pages
Book Rating : 4.:/5 (318 download)

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Book Synopsis Children in the New Media Landscape by : Cecilia von Feilitzen

Download or read book Children in the New Media Landscape written by Cecilia von Feilitzen and published by . This book was released on 2000 with total page 388 pages. Available in PDF, EPUB and Kindle. Book excerpt: This document consists of three sources which compile research on the influence of media sex and violence on children's development. The first is a collection of articles on children and the media; the remaining two are bibliographies of research--one on pornography and sex in the media, the other on video and computer games.

The Middle Ages in Computer Games

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Publisher : Boydell & Brewer
ISBN 13 : 1843847299
Total Pages : 373 pages
Book Rating : 4.8/5 (438 download)

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Book Synopsis The Middle Ages in Computer Games by : Robert Houghton

Download or read book The Middle Ages in Computer Games written by Robert Houghton and published by Boydell & Brewer. This book was released on 2024-11-05 with total page 373 pages. Available in PDF, EPUB and Kindle. Book excerpt: Offers the most comprehensive analysis and discussion of medievalist computer games to date. Games with a medieval setting are commercially lucrative and reach a truly massive audience. Moreover, they can engage their players in a manner that is not only different, but in certain aspects, more profound than traditional literary or cinematic forms of medievalism. However, although it is important to understand the versions of the Middle Ages presented by these games, how players engage with these medievalist worlds, and why particular representational trends emerge in this most modern medium, there has hitherto been little scholarship devoted to them. This book explores the distinct nature of medievalism in digital games across a range of themes, from the portrayal of grotesque yet romantic conflict to conflicting depictions of the Church and religion. It likewise considers the distinctions between medievalist games and those of other periods, underlining their emphasis on fantasy, roleplay and hardcore elements, and their consequences for depictions of morality, race, gender and sexuality. Ultimately the book argues that while medievalist games are thoroughly influenced by medievalist and ludic tropes, they are nonetheless representative of a distinct new form of medievalism. It engages with the vast literature surrounding historical game studies, game design, and medievalism, and considers hundreds of games from across genres, from Assassin's Creed and Baldur's Gate to Crusader Kings and The Witcher series. In doing so, it provides a vital illustration of the state of the field and a cornerstone for future research and teaching.

Science Fiction Video Games

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Publisher : CRC Press
ISBN 13 : 1482203898
Total Pages : 528 pages
Book Rating : 4.4/5 (822 download)

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Book Synopsis Science Fiction Video Games by : Neal Roger Tringham

Download or read book Science Fiction Video Games written by Neal Roger Tringham and published by CRC Press. This book was released on 2014-09-10 with total page 528 pages. Available in PDF, EPUB and Kindle. Book excerpt: Understand Video Games as Works of Science Fiction and Interactive Stories Science Fiction Video Games focuses on games that are part of the science fiction genre, rather than set in magical milieux or exaggerated versions of our own world. Unlike many existing books and websites that cover some of the same material, this book emphasizes critical a

Raum und Zeit in Umweltinformationssystemen

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Publisher :
ISBN 13 :
Total Pages : 500 pages
Book Rating : 4.3/5 ( download)

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Book Synopsis Raum und Zeit in Umweltinformationssystemen by : Horst Kremers

Download or read book Raum und Zeit in Umweltinformationssystemen written by Horst Kremers and published by . This book was released on 1995 with total page 500 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Real Wars on Virtual Battlefields

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Publisher : transcript Verlag
ISBN 13 : 3839412404
Total Pages : 417 pages
Book Rating : 4.8/5 (394 download)

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Book Synopsis Real Wars on Virtual Battlefields by : Stefan Werning

Download or read book Real Wars on Virtual Battlefields written by Stefan Werning and published by transcript Verlag. This book was released on 2015-07-31 with total page 417 pages. Available in PDF, EPUB and Kindle. Book excerpt: The book analyzes the multifarious exchange of algorithmic technologies and concepts between the military and the media industry from the early 1990s until now. Unlike most related scholarly work which focuses on digital games, it drafts a model of programmable media which is grounded in a close-reading of the key technologies, most notably the paradigm of object-oriented programming, and reconsiders technical disciplines from a humanities perspective. This model is then applied to analyze the effects of algorithmic logic on the military-civilian continuum, including economic practices, patterns of media usage and military decision-making.

Fantastische Spiele

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Publisher : LIT Verlag Münster
ISBN 13 : 3643506511
Total Pages : 521 pages
Book Rating : 4.6/5 (435 download)

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Book Synopsis Fantastische Spiele by : René Reinhold Schallegger

Download or read book Fantastische Spiele written by René Reinhold Schallegger and published by LIT Verlag Münster. This book was released on 2017 with total page 521 pages. Available in PDF, EPUB and Kindle. Book excerpt: Durch sein Wesen eröffnet das Spiel Welten jenseits der alltäglichen Realität und neue Bezugssysteme, die immer bedeutungsvoll mit ihr interagieren. Kultur braucht den Freiraum, den das Spielen generiert, um zu entstehen, sich zu verändern und anzupassen. Komplexe Querverbindungen zwischen spielerischen Anderswelten und dem Alltag von Individuen und Gruppen bilden das Kerninteresse dieser Publikation, sowie die Möglichkeiten des sozio-kulturellen Austausches zwischen den Realitäten. Es entsteht ein Überblick über die Palette an Möglichkeiten, Problemen und die zukünftigen Potentiale von Spielen und spielbaren Medien als Vermittler zwischen fantastischen Welten und dem Alltagsleben.

Children and Their Changing Media Environment

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Publisher : Routledge
ISBN 13 : 1135661316
Total Pages : 398 pages
Book Rating : 4.1/5 (356 download)

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Book Synopsis Children and Their Changing Media Environment by : Sonia Livingstone

Download or read book Children and Their Changing Media Environment written by Sonia Livingstone and published by Routledge. This book was released on 2013-06-07 with total page 398 pages. Available in PDF, EPUB and Kindle. Book excerpt: Focusing on the meanings, uses, and impacts of new media in childhood, family life, peer culture, and the relation between home and school, this volume sets out to address many of the questions, fears, and hopes regarding the changing place of media in the lives of today's children and young people. The scholars contributing to this work argue that such questions--intellectual, empirical, and policy-related--can be productively addressed through cross-national research. Hence, this volume brings together researchers from 12 countries--Belgium, Denmark, Finland, France, Germany, the United Kingdom, Israel, Italy, the Netherlands, Spain, Sweden, and Switzerland--to present original and comprehensive findings regarding the diffusion and significance of new media and information technologies among children. Inspired by parallels and difference between the arrival of television in the family home during the 1950s and the present day arrival of new media, the research is based on in-depth interviews and a detailed comparative survey of 6- to 16-year-olds across Europe and in Israel. The result is a comprehensive, detailed, and fascinating account of how these technologies are rapidly becoming central to the daily lives of young people. As a resource for researchers and students in media and communication studies, leisure and cultural studies, social psychology, and related areas, this volume provides crucial insights into the role of media in the lives of children. The findings included herein will also be of interest to policymakers in broadcasting, technology, and education throughout the world.

The Future of Humanity

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Publisher : Anchor
ISBN 13 : 0385542771
Total Pages : 338 pages
Book Rating : 4.3/5 (855 download)

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Book Synopsis The Future of Humanity by : Michio Kaku

Download or read book The Future of Humanity written by Michio Kaku and published by Anchor. This book was released on 2018-02-20 with total page 338 pages. Available in PDF, EPUB and Kindle. Book excerpt: NEW YORK TIMES BESTSELLER • The national bestselling author of The God Equation traverses the frontiers of astrophysics, artificial intelligence, and technology to offer a stunning vision of man's future in space, from settling Mars to traveling to distant galaxies. “Amazing … Kaku is in smooth perfect control of it the entire time.” —The Christian Science Monitor We are entering a new Golden Age of space exploration. With irrepressible enthusiasm and a deep understanding of the cutting-edge research in space travel, world-renowned physicist and futurist Dr. Michio Kaku presents a compelling vision of how humanity may develop a sustainable civilization in outer space. He reveals the developments in robotics, nanotechnology, and biotechnology that may allow us to terraform and build habitable cities on Mars and beyond. He then journeys out of our solar system and discusses how new technologies such as nanoships, laser sails, and fusion rockets may actually make interstellar travel a possibility. We travel beyond our galaxy, and even beyond our universe, as Kaku investigates some of the hottest topics in science today, including warp drive, wormholes, hyperspace, parallel universes, and the multiverse. Ultimately, he shows us how humans may someday achieve a form of immortality and be able to leave our bodies entirely, laser porting to new havens in space.