Mapping the digital : : cultures and territories of play / / edited by Lindsey Joyce; Brian Quinn.
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Place / Publishing House: | Oxford, England : : Inter-Disciplinary Press,, [2016] ©2016 |
Year of Publication: | 2016 |
Language: | English |
Physical Description: | 1 online resource. |
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Table of Contents:
- Preliminary Material / Lindsey Joyce and Brian Quinn
- The Creation of a New Language: Videogaming Slang / Giuseppina Zisa
- The Entertainment Applications of Home Computers and Their Early Extensive Household Appropriation (Spain, 1980s) / Ignasi Medà
- Rapid Design of Cutscenes for Serious Games / Daniel Riha
- Violent Encounters: The Hobbesian State of Nature in DayZ / Tero Pasanen
- Towards a Digital Humanity: Transhumanism and Cyber-Citizenship in Videogaming / René Schallegger
- The ‘Bro Gamer’: an (Imaginary?) Intruder in Videogame Culture / Joe Baxter-Webb
- Immersion and Gamer’s Experience Issue in ‘Beyond: Two Souls’ / Adam Flamma
- Agency in Meaning and Intent: Limitations of Morality Systems in Interactive Narrative Games / Lindsey Joyce
- The Politics of the Representation of the Dandy in East-Asian Video Games / Gaspard Pelurson
- Serious Gaming, Serious Modding and Serious Diverting… Are You Serious?! / Catherine Bouko and Julian Alvarez
- CODE RED: MOBILE, a Live\Synthetic Test Bed for Firefighter Training / Brian Quinn
- Ghosts! A Location-Based Bluetooth LE Mobile Game for Museum Exploration / Tommy Nilsson , Alan F. Blackwell , Carl Hogsden and David Scruton
- The Nike Brand Embodied as a Playful Experience / Marcelo Simão de Vasconcellos and Vicente Martin Mastrocola.