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  • 1
    UID:
    b3kat_BV044433780
    Format: ix, 121 Seiten , Illustrationen
    ISBN: 9783319548210 , 3319548212
    Series Statement: Palgrave pivot
    Additional Edition: Elektronische Reproduktion ISBN 9783319548227
    Additional Edition: Erscheint auch als Online-Ausgabe Mukherjee, Souvik Videogames and Postcolonialism Cham : Springer International Publishing, 2017 ISBN 978-3-319-54822-78
    Language: English
    Subjects: Ethnology
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    Keywords: Computerspiel ; Videospiel ; Kolonialismus ; Postkolonialismus
    URL: Cover
    URL: Cover
    URL: Cover
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  • 2
    UID:
    gbv_1619329735
    Format: vii, 239 Seiten
    ISBN: 9781137525048 , 9781349580149
    Note: Literaturverzeichnis: Seiten 222-235
    Additional Edition: ISBN 9781137525055
    Additional Edition: Erscheint auch als Online-Ausgabe Mukherjee, Souvik Video Games and Storytelling London : Palgrave Macmillan UK, 2015 ISBN 9781137525055
    Additional Edition: Erscheint auch als Online-Ausgabe Mukherjee, Souvik, 1978 - Video games and storytelling Basingstoke, Hampshire : Palgrave Macmillan, 2015 ISBN 9781137525055
    Language: English
    Subjects: Computer Science , Comparative Studies. Non-European Languages/Literatures , General works
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    Keywords: Videospiel ; Computerspiel ; Erzähltechnik ; Literatur ; Buch
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  • 3
    Online Resource
    Online Resource
    New Delhi : Bloomsbury India | London : Bloomsbury Publishing
    UID:
    gbv_1843435071
    Format: 1 Online-Ressource
    Edition: 1st ed
    ISBN: 9789354359637
    Content: Videogames in the Indian Subcontinent: Development, Culture(s) and Representations explores the gaming culture of one of the most culturally diverse and populous regions of the world - the Indian subcontinent. Building on the author's earlier work on videogame culture in India, this book addresses issues of how discussions of equality and diversity sit within videogame studies, particularly in connection with the subcontinent, thereby presenting pioneering research on the videogame cultures of the region. Drawing on a series of player and developer interviews and surveys conducted over the last five years, including some recent ones, this book provides a sense of how games have become a part of the culture of the region despite its huge diversity and plurality and opens up avenues for further study through vignettes and snapshots of the diverse gaming culture. It addresses the rapid rise of videogames as an entertainment medium in South Asia and, as such, also tries to better understand the recent controversies connected to gaming in the region In the process, it aims to make a larger connection between the development of videogames and player culture, in the subcontinent and globally, thus opening up channels for collaboration between the industry and academic research, local and global
    Note: Videogames in the Indian Subcontinent 〈b〉Section One: Development〈/b〉 1 Digital Technology and Videogames in the Indian Subcontinent: An Attempted History 2 The Videogame Industry in the Indian Subcontinent: The Current Scenario 〈b〉Section Two: Cultures〈/b〉 3 Diverse Subcontinent, Ludic Cultures: The Non-Digital Game Cultures as Context 4 Digital Gaming Cultures in the Indian Subcontinent 〈b〉Section Three: Representation〈/b〉 5 Representations of the Subcontinent in Videogames Global and Local 6 Absent Discourses in Game Cultures: The Case for Diversity 7 What Wakens the Sleeping Giant? Bibliography Appendix One: Timeline Appendix Two: Survey Glossary Ludography .
    Language: English
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  • 4
    Online Resource
    Online Resource
    Cham : Springer International Publishing | Cham : Palgrave Macmillan
    UID:
    b3kat_BV044433007
    Format: 1 Online-Ressource (ix, 121 Seiten)
    ISBN: 9783319548227
    Additional Edition: Erscheint auch als Druck-Ausgabe, Hardcover ISBN 978-3-319-54821-0
    Language: English
    Subjects: Computer Science , Ethnology , General works
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    Keywords: Computerspiel ; Videospiel ; Kolonialismus ; Postkolonialismus
    URL: Volltext  (URL des Erstveröffentlichers)
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  • 5
    UID:
    gbv_591824531
    Format: Online-Ressource (PDF-Datei: 1.654 kB)
    Content: Extending Alexander Galloway’s analysis of the action-image in videogames, this essay explores the concept in relation to its source: the analysis of cinema by the French philosopher Gilles Deleuze. The applicability of the concept to videogames will, therefore, be considered through a comparison between the First Person Shooter S.T.A.L.K.E.R. and Andrey Tarkovsky’s film Stalker. This analysis will compellingly explore the nature of videogame-action, its relation to player-perceptions and its location within the machinic and ludic schema.
    In: Conference Proceedings of the Philosophy of Computer Games 2008, Potsdam : Potsdam Univ. Press, 2008, (2008), Seite 228-241
    In: year:2008
    In: pages:228-241
    Language: English
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