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Martin Lorber
/
Felix Zimmermann
(eds.)
History in Games
Contingencies of an Authentic Past
From the perspective of historical game studies this book illuminates historical authenticity, a buzzword used by game developers and consumers alike.
Emir Bektic
/
Daniela Bruns
/
Sonja Gabriel
/
Florian Kelle
/
Gerhard Pölsterl
/
Felix Schniz
(eds.)
Mixed Reality and Games
Theoretical and Practical Approaches in Game Studies and Education
This book provides a multidisciplinary approach to the complex topic of mixed reality in video games – through the lenses of design, education, and theory.
Female Identities in Lesbian Web Series
Transnational Community Building in Anglo-, Hispano-, and Francophone Contexts
Lesbian web series narrate female-centered stories, strengthen identity construction, and generate transnational communities beyond cultural barriers.
Digital Culture & Society (DCS)
Vol. 6, Issue 1/2020 – Alternative Histories in DIY Cultures and Maker Utopias
This special issue brings together contributions that highlight how historicising plays a role in mythmaking and the creation of social imaginaries.
Violence | Perception | Video Games
New Directions in Game Research
This anthology compiles papers presented at the two first editions of the Young Academics Workshop of the Clash of Realities conference: Perceiving Video Games (2017) and Reframing the Violence and Video Games Debate (2018).
Playing Utopia
Futures in Digital Games
The anthology examines playful utopias from two perspectives: utopias in digital games as well as utopias of the digital game.
Internet Health Report 2019
How healthy is the internet? Our 2019 compilation of research explains what's helping and what's hurting the internet across five issues, from personal experience to global concerns.
Digital Culture & Society (DCS)
Vol. 5, Issue 2/2019 – Laborious Play and Playful Work I
This double issue of Digital Culture & Society addresses the complex thematic field of the dialectics of play and labour. The journal takes a closer look at the problem of play and work from two overlapping, albeit not mutually exclusive, perspectives: laborious play and playful work.
Espen Aarseth
/
Stephan Günzel
(eds.)
Ludotopia
Spaces, Places and Territories in Computer Games
Space is the dominant element of computer games. This book successfully explores the various relations between games and spatial representation, and thus opens up a new field in game studies.
Maik Fielitz
/
Nick Thurston
(eds.)
Post-Digital Cultures of the Far Right
Online Actions and Offline Consequences in Europe and the US
An accessible survey of post-digital strategies used by far-right groups, offering expert analyses of how they work and how to counter them.