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- Taylor and Francis 2014; US$ 145.00
Online Gaming and Playful Organization explores the cultural impact of gaming on organizations. While gaming is typically a form of entertainment, this book argues that gaming communities can function as a useful analogue for work organizations because both are comprised of diverse members who must communicate and collaborate to solve complex problems.... more...
- Wiley 2014; US$ 149.95
A thorough discussion of the present and future of digital gaming People play digital games for many reasons, from entertainment to professional training, but all games share the same basic characteristics. From those basic parameters, gaming professionals manage to create the enormous variety of games on the market today. The Handbook of Digital... more...
- Taylor and Francis 2014; US$ 43.95
In recent years, there has been growing interest in the use of digital games to enhance teaching and learning at all educational levels, from early years through to lifelong learning, in formal and informal settings. The study of games and learning, however, takes a broader view of the relationship between games and learning, and has a diverse multi-disciplinary... more...
- Frank & Timme 2014; US$ 28.39
Was ist ein Spiel und wie lassen sich Videospiele in diesen Spiel-Begriff einordnen? Was ist das Besondere an der Videospiel-Übersetzung und mit welchen Schwierigkeiten müssen Übersetzer dabei rechnen? Nach einer kurzen Einführung in die Welt der Videospiele erläutert die Autorin Schlüsselbegriffe wie Kulturtransfer und Lokalisierung sowie relevante... more...
- Nomos Verlagsgesellschaft 2014; US$ 30.66
In den vergangenen Jahren haben sich digitale Spiele fest in unserer Gesellschaft etabliert. Ihnen wohnt eine Faszination inne, die Personen über alle Gesellschafts- und Altersschichten hinweg erfasst. Ob Online-Rollenspiele und Social Games oder Serious Games ? die Bandbreite an Spielekonzepten ist vielfältig. Doch welche Faktoren bedingen die Anziehungskraft... more...
- Pavilion Books 2013; US$ 1.44
Richard Wilson is like the naughty kid poking the ant's nest with a stick.'?Times Online Kids these days are all fat, lazy and thick and their parents dont know how to bring them up properly any more. Theyre glued to their phones, play too many violent computer games, communicate only in text-speak and as a result have no imagination or any proper... more...
- Pen and Sword 2014; US$ 13.50
One of the biggest problems facing wargamers is finding the time to actually play. Most commercially available sets of rules require several hours to set up and play to a conclusion; some can easily swallow up a whole day or weekend. For many gamers this means that their lavishly prepared miniature armies rarely get used at all. Apart from time, the... more...
- Manchester University Press 2003; US$ 69.95
There is little doubt that computer and video games occupy a significant place in contemporary popular culture. Taking its cue from practices of reading texts in literary and cultural studies, this text considers the computer game as an emerging mode of contemporary storytelling. more...
- Palgrave Macmillan 2005; US$ 27.00
This volume looks seriously at the good that can come from playing video games. Gee is interested in the cognitive development that can occur when someone is trying to escape a maze, find hidden treasure and, even, blasting away an enemy with a high-powered rifle. more...