Mapping the digital : : cultures and territories of play / / edited by Lindsey Joyce; Brian Quinn.

Saved in:
Bibliographic Details
TeilnehmendeR:
Place / Publishing House:Oxford, England : : Inter-Disciplinary Press,, [2016]
©2016
Year of Publication:2016
Language:English
Physical Description:1 online resource.
Tags: Add Tag
No Tags, Be the first to tag this record!
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.