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Comics and Videogames

Authors: --- ---
Book Series: Routledge Advances in Game Studies ISBN: 9781000224115 Year: Pages: 278 DOI: 10.4324/9781003035466 Language: English
Publisher: Taylor & Francis
Subject: Media and communication --- Languages and Literatures --- Computer Science
Added to DOAB on : 2020-10-09 00:04:57
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"This book offers the first comprehensive study of the many interfaces shaping the relationship between comics and videogames. It combines in-depth conceptual reflection with a rich selection of paradigmatic case studies from contemporary media culture. The editors have gathered a distinguished group of international scholars working at the interstices of comics studies and game studies to explore two interrelated areas of inquiry: The first part of the book focuses on hybrid medialities and experimental aesthetics ""between"" comics and videogames; the second part zooms in on how comics and videogames function as transmedia expansions within an increasingly convergent and participatory media culture. The individual chapters address synergies and intersections between comics and videogames via a diverse set of case studies ranging from independent and experimental projects via popular franchises from the corporate worlds of DC and Marvel to the more playful forms of media mix prominent in Japan. Offering an innovative intervention into a number of salient issues in current media culture, Comics and Videogames will be of interest to scholars and students of comics studies, game studies, popular culture studies, transmedia studies, and visual culture studies."

Gewalt im Computerspiel

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Book Series: Kultur und soziale Praxis ISBN: 9783839435595 Year: Pages: 368 DOI: 10.14361/9783839435595_978-3-8394-3559-5_Gewalt im Computerspiel_Facetten eines Vergnügens____1_368_ Language: German
Publisher: transcript Verlag Grant: Schweizerischer Nationalfonds zur Förderung der Wissenschaftlichen Forschung
Subject: Media and communication
Added to DOAB on : 2017-09-01 11:01:04
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Grand Theft Auto, Battlefield, Counterstrike – more and more, violence in computer games is becoming the subject of heated discussion. But what emotional experiences does the playful use of virtual violence make possible? Through participato observation in online games and at LAN parties and analyses of interviews, magazines, and videos, Christopher Bareither presents in detail how millions of people can take pleasure from that which would shock others. By refraining from judgmental cliches, this ethnographic study is able to provide a decisive contribution to a debate at the crossroads of popular culture, politics, and the public sphere.

Chapter 9 Hateful Games: Why White Supremacist Recruiters Target Gamers and How to Stop Them (Book chapter)

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ISBN: 9780367217952 Year: DOI: 10.4324/9780429266140 Language: English
Publisher: Taylor & Francis
Added to DOAB on : 2020-09-01 00:06:34
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Digital Ethics delves into the shifting legal and ethical landscape in digital spaces and explores productive approaches for theorizing, understanding, and navigating through difficult ethical issues online. Contributions from leading scholars address how changing technologies and media over the last decade have both created new ethical quandaries and reinforced old ones in rhetoric and writing studies. Through discussions of rhetorical theory, case studies and examples, research methods and methodologies, and pedagogical approaches and practical applications, this collection will further digital rhetoric scholars’ inquiry into digital ethics and writing instructors’ approaches to teaching ethics in the current technological moment. A key contribution to the literature on ethical practices in digital spaces, this book will be of interest to researchers and teachers in the fields of digital rhetoric, composition, and writing studies.

Understanding Game-based Approaches for Improving Sustainable Water Governance: The Potential of Serious Games to Solve Water Problems

Authors: --- --- --- --- et al.
ISBN: 9783039287628 / 9783039287635 Year: Pages: 272 DOI: 10.3390/books978-3-03928-763-5 Language: eng
Publisher: MDPI - Multidisciplinary Digital Publishing Institute
Subject: Technology (General) --- General and Civil Engineering --- Environmental Engineering
Added to DOAB on : 2020-06-09 16:38:57
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The sustainable governance of water resources relies on processes of multi-stakeholder collaborations and interactions that facilitate knowledge co-creation and social learning. Governance systems are often fragmented, forming a barrier to adequately addressing the myriad of challenges affecting water resources, including climate change, increased urbanized populations, and pollution. Transitions towards sustainable water governance will likely require innovative learning partnerships between public, private, and civil society stakeholders. It is essential that such partnerships involve vertical and horizontal communication of ideas and knowledge, and an enabling and democratic environment characterized by informal and open discourse. There is increasing interest in learning-based transitions. Thus far, much scholarly thinking and, to a lesser degree, empirical research has gone into understanding the potential impact of social learning on multi-stakeholder settings. The question of whether such learning can be supported by forms of serious gaming has hardly been asked. This Special Issue critically explores the potential of serious games to support multi-stakeholder social learning and collaborations in the context of water governance. Serious games may involve simulations of real-world events and processes and are challenge players to solve contemporary societal problems; they, therefore, have a purpose beyond entertainment. They offer a largely untapped potential to support social learning and collaboration by facilitating access to and the exchange of knowledge and information, enhancing stakeholder interactions, empowering a wider audience to participate in decision making, and providing opportunities to test and analyze the outcomes of policies and management solutions. Little is known about how game-based approaches can be used in the context of collaborative water governance to maximize their potential for social learning. While several studies have reported examples of serious games, there is comparably less research about how to assess the impacts of serious games on social learning and transformative change.

Keywords

simulations --- serious games --- Q-method --- integrated water resources management --- policy analysis --- nexus --- participatory modelling --- serious game --- system dynamics --- water-food-land-energy-climate --- active learning --- drinking water --- role-play --- stakeholder collaboration --- Water Safety Plan --- water supply --- serious games --- social simulation --- social learning --- relational practices --- river basin management --- water governance --- multi-party collaboration --- stakeholders --- experimental social research --- Maritime Spatial Planning (MSP) --- stakeholder participation --- serious game --- Blue Growth --- Good Environmental Status --- serious games (SGs) --- water management --- value change --- transcendental values --- social equity --- sustainability --- Schwartz’s Value Survey (SVS) --- Integrated Water Resource Management (IWRM) --- psychosocial perspectives --- decision-making processes --- assessment --- educational videogames --- online games --- water --- ecology education --- drinking water management --- peri-urban --- institutions --- gaming-simulation --- groundwater --- capacity building --- serious games --- planning support systems --- knowledge co-creation --- sustainability --- maritime spatial planning --- serious gaming --- flood --- urban --- rural --- infrastructure --- decision making --- serious games --- role-playing games --- learning-based intervention --- transformative change --- social learning --- aquaculture --- Mekong Delta --- mangrove --- gamification --- serious games --- water governance --- stakeholder participation --- sustainability --- game-based learning --- integrated water resource management (IWRM) --- natural resource management --- simulation --- serious game --- social learning --- stakeholder collaboration --- sustainability --- water governance

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