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  • 1
    UID:
    almahu_BV041447804
    Format: XXIV, 518 Seiten.
    Edition: First published
    ISBN: 978-0-415-53332-4
    Series Statement: Routledge companions
    Note: Includes bibliographical references and index
    Additional Edition: Äquivalent
    Additional Edition: Erscheint auch als Online-Ausgabe ISBN 978-0-203-11426-1
    Language: English
    Subjects: Computer Science , Education , General works
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    Keywords: Videospiel ; Aufsatzsammlung ; Aufsatzsammlung ; Aufsatzsammlung
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  • 2
    Book
    Book
    Jefferson, NC [u.a.] : McFarland
    UID:
    b3kat_BV039102915
    Format: VIII, 302 S. , Ill. , 23 cm
    ISBN: 9780786441976
    Language: English
    Subjects: Computer Science
    RVK:
    Keywords: Videospiel ; Gewaltdarstellung ; Aufsatzsammlung ; Aufsatzsammlung
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  • 3
    Online Resource
    Online Resource
    Ann Arbor :University of Michigan Press,
    UID:
    almahu_9949420553802882
    Format: 1 online resource (148 pages)
    ISBN: 9780472900336
    Series Statement: Landmark Video Games Ser.
    Content: The second entry in the Landmark Video Games series.
    Note: Intro -- Title Page -- Copyright Page -- Acknowledgments -- Contents -- Introduction -- 1. Survival Terror -- 2. Characters' Nightmarish Delusions in a Resort Town -- 3. Designers' Cinematic Depiction of a Game World -- 4. Gamers' Terrifying Exploration of Silent Hill -- Conclusion: An Endless Nightmare -- The Silent Hill Franchise (1999-2009) -- Notes -- Glossary -- Bibliography and Ludography -- Index.
    Additional Edition: Print version: Perron, Bernard Silent Hill Ann Arbor : University of Michigan Press,c2012 ISBN 9780472071623
    Language: English
    Keywords: Electronic books. ; Electronic book
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  • 4
    Online Resource
    Online Resource
    New York, N.Y. :Routledge,
    UID:
    almahu_9949530757502882
    Format: 1 online resource
    Edition: Second edition.
    ISBN: 9781003214977 , 1003214975 , 9781000886023 , 1000886026 , 9781000885989 , 1000885984
    Series Statement: Routledge media and cultural studies companions
    Content: "A definitive guide to contemporary video game studies, this second edition has been fully revised and updated to address the ongoing theoretical and methodological development of game studies. Expertly compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, the Companion includes comprehensive and interdisciplinary models and approaches for analyzing video games, new perspectives on video games both as an art form and cultural phenomenon, explorations of the technical and creative dimensions of video games, and accounts of the political, social, and cultural dynamics of video games. Brand new to this second edition are essays examining topics such as preservation, augmented, mixed and virtual reality, eSports, disability, diversity, and identity, as well as a new section that specifically examines the industrial aspects of video games including digital distribution, game labor, triple-A games, indie games, and globalization. Each essay provides a lively and succinct summary of its target area, quickly bringing the reader up-to-date on the pertinent issues surrounding each aspect of the field, including references for further reading. A comprehensive overview of the present state of video game studies that will undoubtedly prove invaluable to students, scholars, and game designers alike"--
    Note: Part I -- Technological aspects -- Artifact / Olli Sotamaa -- Artificial intelligence / Robin Johnson -- Controllers / Sheila C. Murphy & Lefloïc-Lebel -- Emulation / Simon Dor -- Interface / Vincent Mauger -- Platforms / Bobby Schweizer -- Preservation / Judd Ruggill & Ken McAllister -- Resolution / Mark J. P. Wolf -- Part II -- Industrial aspects -- Digital distribution / Ashley P. Jones -- Free-to-Play / Jean Paul Simon -- Economy / Aphra Kerr -- Game Labor / Bjarke Liboriussen -- Globalization / Minako O'Hagan -- Indie games / Paolo Ruffino -- Triple-A games / Brendan Keogh -- Part III -- Formal aspects -- Art and aesthetics / Grant Tavinor -- Augmented, mixed, and virtual reality / Lei Chen -- Color / Simon Nidenthal -- Conventions / Bernard Perron -- Design / Richard Rouse III -- Dimensionality / John Sharp -- Levels / Martin Picard -- Perspective / John Sharp -- Sound / Mark Grimshaw-Aagaard -- Worlds / Mark J. P. Wolf -- Part IV -- Playfulness aspects -- Casualness / Julia G. Raz -- Challenge / Robert Furze -- Cheating / Mia Consalvo -- Competition / Co-operation / Emma Witkowski -- Conflict / Marko Siitonen -- Interactivity / Lori Landay -- Ludology / Espen Aarseth -- Objectives / Louis-Martin Guay -- Players / gamers / Frédérique Clément -- Repetition / Christopher Hanson -- Single-player / Multiplayer / Daniel Joseph & Lee Knuttila -- Part V -- Generic aspects -- Action / Dominic Arsenault -- Adventure / Clara Fernandez-Vara -- eSports / Zhouxiang Lu -- Role-playing / Andrew Burn -- Shooting / Gerald Voorhees -- Simulation / Seth Giddings -- Sports games / Andrew Baerg -- Strategy / Simon Dor -- Part VI -- Cultural aspects -- Convergence / Robert Alan Brookey & Charles Ecenbarger -- Culture / Frans Mäyrä -- Cut-scenes / Rune Kelvjer -- Death / Karin Wenz -- Education / Rick Ferdig & Enrico Gandolfi -- Media ecology / Kevin Schut -- Player practices / Ashley ML Guajardo -- Research / David Myers -- Retrogaming / Michael Thomasson -- Violence / Peter Krapp -- Part VII -- Sociological aspects -- Characters / Jessica Aldred -- Community / Carly Kocurek -- Disability sky / LaRell Anderson -- Diversity / Sarah Stang -- Identity / Rosa Mikeal Martey -- Femininity / Stephanie C. Jennings -- Masculinity / Michael Z. Newman & John Vanderhoef -- Performance / Michael Nitsche -- Race / Anna Everett -- Sociology / Andras Lukacs -- Part VIII -- Philosophical aspects -- Cognition / Andreas Gregerson & Dooley Murphy -- Emergence / Joris Dormans -- Fiction / Grant Tavinor -- Ideology / Mark Hayse -- Immersion / Carl Therrien -- Meaning / Christopher Paul -- Ethics / Mark Hayse -- Narratology / Dominic Arsenault -- Ontology / Espen Aarseth -- Transcendence / Mark Hayse.
    Additional Edition: Print version: Routledge companion to video game studies New York, N.Y. : Routledge, 2023 ISBN 9781032081236
    Language: English
    Subjects: General works
    RVK:
    Keywords: Aufsatzsammlung
    URL: Volltext  (URL des Erstveröffentlichers)
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  • 5
    UID:
    gbv_1606208276
    Format: xxiv, 518 Seiten , Illustrationen, Diagramme , 26 cm
    ISBN: 9781138657052 , 9780415533324
    Series Statement: Routledge companions
    Content: "The number of publications dealing with video game studies has exploded over the course of the last decade, but the field has not yet produced a comprehensive reference work. The Routledge Companion to Video Game Studies, by well-known video game scholars Mark Wolf and Bernard Perron, aims to address the on-going theoretical and methodological development of game studies, providing students, scholars, and game designers with a definitive look at contemporary video game studies. Features include: -comprehensive and interdisciplinary models and approaches for analyzing video games; -new perspectives on video games both as art form and cultural phenomenon; -explorations of technical and creative dimensions of video games; -accounts of the economical, political, social, and cultural dynamics of video games"--
    Note: Literaturangaben , Hier auch später erschienene, unveränderte Nachdrucke
    Additional Edition: ISBN 9780203114261
    Language: English
    Subjects: Computer Science , Education , General works
    RVK:
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    Keywords: Computerspiel ; Forschung ; Videospiel ; Einführung ; Aufsatzsammlung
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  • 6
    UID:
    almahu_9949385746002882
    Format: 1 online resource (xxiii, 326 pages)
    ISBN: 9781000596236 , 1000596230 , 9781000596168 , 1000596168 , 9781003199205 , 1003199208
    Content: "This volume examines fifty of the most important video games that have contributed significantly to the history, development, or culture of the medium, providing an overview of video games from their beginning to the present day. This volume covers a variety of historical periods and platforms, genres, commercial impact, artistic choices, contexts of play, typical and atypical representations, uses of games for specific purposes, uses of materials or techniques, specific subcultures, repurposing, transgressive aesthetics, interfaces, moral or ethical impacts, and more. Key video games featured include Animal Crossing, Call of Duty, Grand Theft Auto, Legend of Zelda, Minecraft, PONG, Super Mario Bros., Tetris, and World of Warcraft. Each game is closely analyzed in order to properly contextualize it, to emphasize its prominent features, to show how it creates a unique experience of gameplay, and to outline the ways it might speak about society and culture. The book also acts as a highly accessible showcase to a range of disciplinary perspectives that are found and practiced in the field of game studies. With each entry supplemented by references and suggestions for further reading, Fifty Key Video Games is an indispensable reference for anyone interested in video games"--
    Additional Edition: Print version: Fifty key video games New York, NY : Routledge, 2022 ISBN 9781032057989
    Language: English
    Subjects: Computer Science , General works
    RVK:
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    Keywords: Electronic books. ; History. ; Reviews.
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  • 7
    Online Resource
    Online Resource
    New York : Bloomsbury Academic | London : Bloomsbury Publishing
    UID:
    gbv_1034139282
    Format: 1 Online-Ressource (ix, 471 pages) , Illustrationen
    Edition: 2014
    ISBN: 9781501316234 , 9781501316210 , 9781501316227
    Series Statement: Approaches to digital game studies
    Content: Acknowledgments -- Introduction -- Part I: The Genre -- Chapter One -- The Horror: Falling into the Arena of Video Game Genres -- Crossing Paths with a "Monstrous" Concept -- The Need to Use a New Combo -- Finding Some Directions -- Chapter Two -- "You have once again entered the world of survival horror. Good luck!" -- Loading Screen... -- A Species of Their Own -- A Cross-Media Genre -- The (Survival) Horror Genre -- Chapter Three -- Something to Fear: From the Fictional to the Videoludic -- Gut Reactions -- The Answer Is Fear -- Fear-Motivated Actions -- Chapter Four -- Building the Pyramid of Scary Video Games: Toward the Scare Tactics of the Videoludic Horror Genre -- The Gaming Apparatus: Technical and Formal Aspects -- The Videoludic Treatment of Horror -- Figures of Interactivity, Actional Modalities and Scare Tactics -- The Pyramid of Scary Video Games -- Part II: The History -- Chapter Five -- Thinking about the History of the Videoludic Horror Genre, Part I: From Teleology to the Initial Cluster -- Teleology, This Monster (Before 1981) -- The Scattered Generic Cluster (1981-1991) -- Chapter Six -- Thinking about the History of the Videoludic Horror Genre, Part II: Crystallization and Bipolarity -- The Crystallization of the Survival Horror (1992-2005) -- The Antipodal Clusters: Fight or Flight (2006-2016) -- Scary Virtual Reality (2017 and the future...) -- Part III: The Scare Tactics -- Chapter Seven -- The Frightening Regimes of Vision -- The Experience of Gamership -- Third-Person Frightening Regime of Vision -- First-Person Frightening Regime of Vision -- Seeing Is Not Everything -- Chapter Eight -- The Frightening Regimes of Audition -- Third-Person and First-Person Frightening Regimes of Audition -- Synch to the Rendering of the Gruesomeness -- (In) A Fearful Mood -- Dreadful Listening and Terrifying Forewarnings -- Chapter Nine -- Scary Playgrounds -- Setting the Mood -- Caught up in the Maze -- Unsettling Progression -- Chapter Ten -- Monsters Meet Scared Player(-Characters) -- Some Kind of Monster -- Figures Under Threat -- Seek and Destroy -- Surviving Horror -- Afterword -- References -- Ludography -- Index
    Content: As for film and literature, the horror genre has been very popular in the video game. The World of Scary Video Games provides a comprehensive overview of the videoludic horror, dealing with the games labelled as "survival horror" as well as the mainstream and independent works associated with the genre. It examines the ways in which video games have elicited horror, terror and fear since Haunted House (1981). Bernard Perron combines an historical account with a theoretical approach in order to offer a broad history of the genre, outline its formal singularities and explore its principal issues. It studies the most important games and game series, from Haunted House (1981) to Alone in the Dark (1992- ), Resident Evil (1996-present), Silent Hill (1999-present), Fatal Frame (2001-present), Dead Space (2008-2013), Amnesia: the Dark Descent (2010), and The Evil Within (2014). Accessibly written, The World of Scary Video Games helps the reader to trace the history of an important genre of the video game
    Note: Includes bibliographical references and index , Barrierefreier Inhalt: Compliant with Level AA of the Web Content Accessibility Guidelines. Content is displayed as HTML full text which can easily be resized or read with assistive technology, with mark-up that allows screen readers and keyboard-only users to navigate easily
    Additional Edition: ISBN 9781501316203
    Additional Edition: ISBN 9781501316197
    Additional Edition: Erscheint auch als Druck-Ausgabe Perron, Bernard, 1965 - The world of scary video games New York : Bloomsbury Academic, 2018 ISBN 9781501316203
    Additional Edition: ISBN 9781501316197
    Language: English
    Subjects: General works
    RVK:
    Keywords: Computerspiel ; Horror
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  • 8
    Online Resource
    Online Resource
    [s.l.] : University of Michigan Press
    UID:
    b3kat_BV041225189
    Format: 1 Online-Ressource
    ISBN: 9780472071623 , 9780472051625 , 9780472027835
    Note: English
    Language: English
    Subjects: Computer Science
    RVK:
    Keywords: Silent Hill
    URL: Volltext  (kostenfrei)
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  • 9
    UID:
    gbv_368716406
    Format: XXII, 343 S. , Ill., graph. Darst. , 24 cm
    ISBN: 0415965799 , 0415965780 , 9780415965798
    Note: Literaturverz. S. [315] - 326
    In: [1]
    Language: English
    Subjects: Computer Science , General works
    RVK:
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    Keywords: Videospiel ; Aufsatzsammlung
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  • 10
    Online Resource
    Online Resource
    Ann Arbor : University of Michigan Press
    UID:
    gbv_1778700128
    Format: 1 Online-Ressource (171 p.)
    ISBN: 9780472071623
    Series Statement: Landmark Video Games
    Content: Silent Hill: The Terror Engine, the second of the two inaugural studies in the Landmark Video Games series from series editors Mark J. P. Wolf and Bernard Perron, is both a close analysis of the first three Silent Hill games and a general look at the whole series. Silent Hill, with its first title released in 1999, is one of the most influential of the horror video game series. Perron situates the games within the survival horror genre, both by looking at the history of the genre and by comparing Silent Hill with such important forerunners as Alone in the Dark and Resident Evil. Taking a transmedia approach and underlining the designer's cinematic and literary influences, he uses the narrative structure; the techniques of imagery, sound, and music employed; the game mechanics; and the fiction, artifact, and gameplay emotions elicited by the games to explore the specific fears survival horror games are designed to provoke and how the experience as a whole has made the Silent Hill series one of the major landmarks of video game history
    Note: English
    Language: English
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