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  • 1
    Online-Ressource
    Online-Ressource
    Taylor & Francis | London ; : Routledge, Taylor & Francis Group,
    UID:
    almafu_9961426915002883
    Umfang: 1 online resource (281 pages) : , illustrations.
    Ausgabe: 1st ed.
    ISBN: 9781003007760 , 1003007767 , 9780367618193 , 0367618192 , 9781000217728 , 1000217728 , 9781000217780 , 1000217787
    Serie: Routledge research in sustainable urbanism
    Inhalt: Regional and local governments have long recognised the potential for films, television shows, novels and other media texts that are set in their city or country to attract tourists. Although there is a wealth of scholarship on how real-world locales are represented in digital games, to date scholars have largely overlooked the potential for videogames to likewise attract fans and ‘pilgrims’ to the locations in which they are set. This chapter addresses this gap through the case study of Yokosuka City in Japan, which has recognised the cult classic videogame Shenmue (Sega AM2, 1999) as a drawcard for tourists and fans outside the city. Through its ‘Sacred Spot Guide Map’, Yokosuka City officials provide a guide for tourists seeking to visit locations depicted in the game that contrasts their fictional and real-world counterparts and invites visitors to explore its spaces through affiliated promotion campaigns. Drawing on an analysis of the Guide Map, an interview with its creators and field observation in Yokosuka itself, we examine the potential for the Guide Map and other forms of city-funded videogame tourism to put cities overwise overlooked in travel guides and reviews ‘on the map’ and boost their local economy.
    Anmerkung: Cover -- Half Title -- Series -- Title -- Copyright -- Contents -- List of figures and tables -- List of contributors -- Acknowledgements -- Foreword -- 1 Introduction: connecting games, play and urban discourse -- Part I The creative and cultural economies of cities -- 2 Games, play and playfulness in the creative city: a brief overview -- 3 Promoting Yokosuka through videogame tourism: the Shenmue Sacred Spot Guide Map -- 4 Geogames for change: cocreating the future of cities with games -- Part II Smart and playable cities -- 5 Urban play in practice: seven lenses exploring the sociocultural value of playable cities -- 6 The postdigital playground: children's public play spaces in the smart city -- 7 Playful mobility and playable infrastructures in smart cities -- 8 In praise of stupid: games, play and ideology in the smart city -- 9 Expanded phenomenologies: leveraging game engines and virtual worlds in design research for the real -- Part III Ecological cities: sustainability and resilience -- 10 Modelling a critical resilience: board games and the agonism of engagement -- 11 Cocreation and participation for designing sustainable playable cities -- 12 Designing the whole Earth as a magic circle: Buckminster fuller's world game and Stewart brand's new games -- Index. , English
    Weitere Ausg.: ISBN 9781003007760
    Weitere Ausg.: ISBN 1003007767
    Weitere Ausg.: ISBN 9780367441234
    Weitere Ausg.: ISBN 0367441233
    Sprache: Englisch
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
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  • 2
    Online-Ressource
    Online-Ressource
    London :Routledge, Taylor & Francis Group,
    UID:
    almahu_9949386620302882
    Umfang: 1 online resource (1 volume) : , illustrations (black and white)
    ISBN: 9781003007760 , 1003007767 , 9781000217759 , 1000217752 , 1000217787 , 9781000217728 , 1000217728 , 9781000217780
    Serie: Routledge research in sustainable urbanism
    Inhalt: This book explores what games and play can tell us about contemporary processes of urbanization and examines how the dynamics of gaming can help us understand the interurban competition that underpins the entrepreneurialism of the smart and creative city. Games and Play in the Creative, Smart and Ecological City is a collection of chapters written by an interdisciplinary group of scholars from game studies, media studies, play studies, architecture, landscape architecture and urban planning. It situates the historical evolution of play and games in the urban landscape and outlines the scope of the various ways games and play contribute to the city's economy, cultural life and environmental concerns. In connecting games and play more concretely to urban discourses and design strategies, this book urges scholars to consider their growing contribution to three overarching sets of discourses that dominate urban planning and policy today: the creative and cultural economies of cities; the smart and playable city; and ecological cities. This interdisciplinary work will be of great interest to students and scholars of game studies, play studies, landscape architecture (and allied design fields), urban geography, and art history.
    Weitere Ausg.: Print version: GAMES AND PLAY IN THE CREATIVE, SMART AND ECOLOGICAL CITY. [Place of publication not identified] : ROUTLEDGE, 2020 ISBN 0367441233
    Sprache: Englisch
    Schlagwort(e): Electronic books. ; Electronic books.
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
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  • 3
    Online-Ressource
    Online-Ressource
    [Erscheinungsort nicht ermittelbar] : Taylor & Francis
    UID:
    gbv_1778424856
    Umfang: 1 Online-Ressource (27 p.)
    ISBN: 9780367441234
    Inhalt: Regional and local governments have long recognised the potential for films, television shows, novels and other media texts that are set in their city or country to attract tourists. Although there is a wealth of scholarship on how real-world locales are represented in digital games, to date scholars have largely overlooked the potential for videogames to likewise attract fans and ‘pilgrims’ to the locations in which they are set. This chapter addresses this gap through the case study of Yokosuka City in Japan, which has recognised the cult classic videogame Shenmue (Sega AM2, 1999) as a drawcard for tourists and fans outside the city. Through its ‘Sacred Spot Guide Map’, Yokosuka City officials provide a guide for tourists seeking to visit locations depicted in the game that contrasts their fictional and real-world counterparts and invites visitors to explore its spaces through affiliated promotion campaigns. Drawing on an analysis of the Guide Map, an interview with its creators and field observation in Yokosuka itself, we examine the potential for the Guide Map and other forms of city-funded videogame tourism to put cities overwise overlooked in travel guides and reviews ‘on the map’ and boost their local economy
    Anmerkung: English
    In: Games and Play in the Creative, Smart and Ecological City
    Sprache: Englisch
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
    BibTip Andere fanden auch interessant ...
  • 4
    Online-Ressource
    Online-Ressource
    [Erscheinungsort nicht ermittelbar] : Taylor & Francis
    UID:
    gbv_1778426638
    Umfang: 1 Online-Ressource
    ISBN: 9780367441234 , 9781003007760
    Inhalt: Regional and local governments have long recognised the potential for films, television shows, novels and other media texts that are set in their city or country to attract tourists. Although there is a wealth of scholarship on how real-world locales are represented in digital games, to date scholars have largely overlooked the potential for videogames to likewise attract fans and ‘pilgrims’ to the locations in which they are set. This chapter addresses this gap through the case study of Yokosuka City in Japan, which has recognised the cult classic videogame Shenmue (Sega AM2, 1999) as a drawcard for tourists and fans outside the city. Through its ‘Sacred Spot Guide Map’, Yokosuka City officials provide a guide for tourists seeking to visit locations depicted in the game that contrasts their fictional and real-world counterparts and invites visitors to explore its spaces through affiliated promotion campaigns. Drawing on an analysis of the Guide Map, an interview with its creators and field observation in Yokosuka itself, we examine the potential for the Guide Map and other forms of city-funded videogame tourism to put cities overwise overlooked in travel guides and reviews ‘on the map’ and boost their local economy
    Anmerkung: English
    Sprache: Englisch
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
    BibTip Andere fanden auch interessant ...
  • 5
    Online-Ressource
    Online-Ressource
    London ; New York : Routledge, Taylor & Francis Group
    Dazugehörige Titel
    UID:
    b3kat_BV047424220
    Umfang: 1 Online-Ressource
    ISBN: 9781003007760
    Anmerkung: Kapitel 3 "Promoting Yokosuka through videogame tourism" ist Open Access verfügbar.
    Weitere Ausg.: Erscheint auch als Druck-Ausgabe, hbk ISBN 978-0-367-44123-4
    Sprache: Englisch
    Schlagwort(e): Verstädterung ; Spiel ; Spielstätte ; Stadtplanung ; Smart City ; Aufsatzsammlung
    URL: Kapitel  (kostenfrei)
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
    BibTip Andere fanden auch interessant ...
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