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Mixed Reality and Games : Theoretical and Practical Approaches in Game Studies and Education / ed. by Felix Schniz, Gerhard Pölsterl, Florian Kelle, Sonja Gabriel, Daniela Bruns, Emir Bektic.

Contributor(s): Material type: TextTextSeries: Edition Medienwissenschaft ; 80Publisher: Bielefeld : transcript Verlag, [2020]Copyright date: ©2020Description: 1 online resource (296 p.)Content type:
Media type:
Carrier type:
ISBN:
  • 9783837653298
  • 9783839453292
Subject(s): DDC classification:
  • 306.48
Other classification:
  • online - DeGruyter
Online resources:
Contents:
Frontmatter -- 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 -- 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 -- Mixed Reality Is Already There! -- Settlement of Digital Land -- Archaeology and Videogames -- An Introduction to Gambling in the Context of Game Studies
Summary: 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.
Holdings
Item type Current library Call number URL Status Notes Barcode
eBook eBook Biblioteca "Angelicum" Pont. Univ. S.Tommaso d'Aquino Nuvola online online - DeGruyter (Browse shelf(Opens below)) Online access Not for loan (Accesso limitato) Accesso per gli utenti autorizzati / Access for authorized users (dgr)9783839453292

Frontmatter -- 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 -- 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 -- Mixed Reality Is Already There! -- Settlement of Digital Land -- Archaeology and Videogames -- An Introduction to Gambling in the Context of Game Studies

restricted access online access with authorization star

http://purl.org/coar/access_right/c_16ec

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.

Mode of access: Internet via World Wide Web.

In English.

Description based on online resource; title from PDF title page (publisher's Web site, viewed 27. Jan 2023)