Cargando…

Mixed reality and games : theoretical and practical approaches in game studies and education /

Video games allow us to immerse ourselves in worlds that are reflective of cultural phenomena. At the same time, games are in a process of occupying and utilising the real world as a part of the game. The book provides a combination of theoretical and practical approaches to mixed reality through th...

Descripción completa

Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor Corporativo: FROG Conference Vienna, Austria
Otros Autores: Bektic, Emir (Editor ), Bruns, Daniela, Gabriel, Sonja, Kelle, Florian, Pölsterl, Gerhard, Schniz, Felix
Formato: Electrónico Congresos, conferencias eBook
Idioma:Inglés
Publicado: Bielefeld : Transcript, [2020]
Colección:Media studies (Transcript (Firm)) ; v. 80.
Temas:
Acceso en línea:Texto completo

MARC

LEADER 00000cam a2200000 i 4500
001 JSTOR_on1202466411
003 OCoLC
005 20231005004200.0
006 m o d
007 cr cnu---unuuu
008 201031s2020 gw ob 100 0 eng d
040 |a EBLCP  |b eng  |e rda  |e pn  |c EBLCP  |d OCLCO  |d DEGRU  |d YDXIT  |d OCLCO  |d YDX  |d OCLCF  |d N$T  |d OCLCQ  |d OCLCO  |d OCLCQ  |d JSTOR  |d OCLCO 
019 |a 1257420475  |a 1265441532 
020 |a 9783839453292  |q (electronic book) 
020 |a 3839453291  |q (electronic book) 
020 |a 3837653293 
020 |a 9783837653298 
024 3 |a 9783837653298 
029 1 |a AU@  |b 000068335667 
029 1 |a AU@  |b 000070363557 
035 |a (OCoLC)1202466411  |z (OCoLC)1257420475  |z (OCoLC)1265441532 
037 |a 22573/ctv36zcqmh  |b JSTOR 
050 4 |a LB1028.5  |b .F76 2019 
072 7 |a GV  |2 lcco 
072 7 |a LB  |2 lcco 
072 7 |a SOC  |x 052000  |2 bisacsh 
082 0 4 |a 371.33/4  |2 23 
049 |a UAMI 
111 2 |a FROG Conference  |n (13th :  |d 2019 :  |c Vienna, Austria) 
245 1 0 |a Mixed reality and games :  |b theoretical and practical approaches in game studies and education /  |c Emir Bektic [and 5 others] (eds). 
264 1 |a Bielefeld :  |b Transcript,  |c [2020] 
300 |a 1 online resource 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
490 1 |a Media studies ;  |v volume 80 
505 0 |a Cover -- Contents -- Preface -- Federal Ministry of Labour, Family and Youth -- University of Klagenfurt -- KPH Vienna/Krems -- Mixed Reality | Contributions to the 13th Future and Reality of Gaming Conference 2019 in Vienna -- Introduction to Mixed Reality and Games -- Mixed Reality | Design & Aesthetics -- An Introduction to Design & Aesthetics -- Warning: Not Suitable for Robots -- Game Engineering for Hybrid Board Games -- Creating Digital Gamebooks with Twine -- Strategy Games as Neoliberal Historiography -- The Flaneur in a Masticator 
505 8 |a Cortana: A Digital Personal Assistant between Space Opera and Speech Recognition -- Is This the Real Life? Is This just Fantasy? -- Mixed Reality -- Society & Culture -- An Introduction to Society & Culture -- Players Unite Legally -- "As You Command" -- Gender Portrayals in Videogames -- Periphery: The Departure from Avatar-Sexual Characters in BioWare's Dragon Age: Inquisition -- When the Future Becomes the Present -- The Case of Pokémon GO or How an AR-Game Influences Our Lives -- Mixed Reality | Theory -- An Introduction to Theory -- Save Gamer -- Gotta Go Fast 
505 8 |a Mixed Reality Is Already There! -- Settlement of Digital Land -- Archaeology and Videogames -- An Introduction to Gambling in the Context of Game Studies 
520 |a Video games allow us to immerse ourselves in worlds that are reflective of cultural phenomena. At the same time, games are in a process of occupying and utilising the real world as a part of the game. The book provides a combination of theoretical and practical approaches to mixed reality through the lenses of game studies and pedagogy. These novel approaches invite the reader to rethink their conceptions of games and mixed reality. They are complemented with classical analyses of games and applications in educational contexts. In uniting theory and hands-on approaches, the book provides a broad spectrum that facilitates and inspires interdisciplinary thinking and work. 
588 0 |a Online resource; title from digital title page (viewed on April 14, 2021). 
504 |a Includes bibliographical references. 
590 |a JSTOR  |b Books at JSTOR All Purchased 
590 |a JSTOR  |b Books at JSTOR Demand Driven Acquisitions (DDA) 
650 0 |a Educational games  |v Congresses. 
650 0 |a Mixed reality  |v Congresses. 
650 6 |a Réalité mixte  |v Congrès. 
650 7 |a SOCIAL SCIENCE  |x Media Studies.  |2 bisacsh 
650 7 |a SOCIAL SCIENCE / Media Studies  |2 bisacsh 
650 7 |a Educational games  |2 fast 
650 7 |a Mixed reality  |2 fast 
655 7 |a Conference papers and proceedings  |2 fast 
700 1 |a Bektic, Emir,  |e editor. 
700 1 |a Bruns, Daniela. 
700 1 |a Gabriel, Sonja. 
700 1 |a Kelle, Florian. 
700 1 |a Pölsterl, Gerhard. 
700 1 |a Schniz, Felix. 
776 0 8 |i Print version:  |a Bektic, Emir.  |t Mixed Reality and Games : Theoretical and Practical Approaches in Game Studies and Education.  |d Bielefeld : Transcipt Verlag, ©2020  |z 9783837653298 
830 0 |a Media studies (Transcript (Firm)) ;  |v v. 80. 
856 4 0 |u https://jstor.uam.elogim.com/stable/10.2307/j.ctv371cmvw  |z Texto completo 
938 |a De Gruyter  |b DEGR  |n 9783839453292 
938 |a ProQuest Ebook Central  |b EBLB  |n EBL6379367 
938 |a EBSCOhost  |b EBSC  |n 2661292 
938 |a YBP Library Services  |b YANK  |n 16773311 
994 |a 92  |b IZTAP