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|a 9783839462003
|q (electronic bk.)
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|a (MiAaPQ)EBC30469312
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|a (Au-PeEL)EBL30469312
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|a (OCoLC)1343104225
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|a MiAaPQ
|b eng
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|c MiAaPQ
|d MiAaPQ
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|a 306.487
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|a Beil, Benjamin.
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|a Playful Materialities :
|b The Stuff That Games Are Made Of.
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|a 1st ed.
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| 264 |
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|a Bielefeld :
|b Transcript Verlag,
|c 2022.
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|c Ã2022.
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|a 1 online resource (404 pages)
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|a text
|b txt
|2 rdacontent
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|a computer
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|2 rdamedia
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|a online resource
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|a Bild und Bit Series ;
|v v.14
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|a Intro -- Table of Contents -- Preface and Acknowledgments -- Acknowledgments -- Places -- Vegas, Disney, and the Metaverse -- I Understanding Anticipation: Non-Synchronism & -- Future Places -- II Framing Las Vegas: Disney & -- Digital -- III Anticipating Augmented Realities: 1950s -- IV Anticipating the Ultimate Display: 1960s -- V Anticipating Virtual Worlds: 1990s -- VI Anticipating Virtual Design: 1990s -- VII Anticipating Virtual Agency: 1990s -- VIII Anticipating Virtual Play: 1990s -- IX Re-Framing Las Vegas: Anticipating the Metaverse -- Literature -- Filmography -- Gameography -- Augmenting Materialities -- Introduction -- Ludifying Materialities -- Merging Materialities -- Designing Materialities -- Conclusion -- Literature -- Gameography -- Exhibits -- Let's Play the Exhibition! -- Introduction: What Is a Museum Experience? -- The Kid A Mnesia Exhibition -- Project Biography -- Let's Play the Exhibition! -- Spatiality -- Context: Games and Virtual Exhibitions -- Conclusion: Digital Materiality -- Literature -- Gameography -- To Craft a Game Arts Curators Kit -- The Assembly of Contributing Video Game Curators -- A Snapshot of Video Game Curation in the 2010s -- Intentions Behind the GACK -- Structure of the GACK Writing Process -- The GACK in Summary -- Analysis and Themes of the GACK -- Conclusion -- Literature -- On Chainsaws and Display Cases -- Prologue: The Chainsaw Controller -- Digital Media at the Museum -- Medium Exhibition -- Video Game Exhibitions I: Beginnings -- Video Game Exhibitions II: -- Differentiations (in Germany) -- Video Game Exhibitions III: -- Challenges and Opportunities -- Computer Game Exhibitions IV: -- Praise of the Display Case -- Epilogue: Display Cases, Again -- Literature -- Gameography -- Modifications -- Unpacking the Blackbox of 'Normal Gaming' -- Introduction.
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|a Silencing the Controller and Unpacking the Blackbox of 'Normal Gaming' -- Controller Research: From Problematic A Prioris to En-/Disabling Practices -- Intermezzo: Hacking and Working Around -- Many Modes of Play: Dennis Winkens' Adaptive Control -- Conclusion -- Literature -- Being a Child Again Through Gameplay -- Introduction: (The Lack of) Child Perspectives in Video Games -- Dark, Playful, or Blended- -- Different Approaches to Playing a Child -- Position, Perception, Projection- Making Playable Child Perspectives Relatable -- Childlike Positioning -- Childlike Perception/Comprehension -- Projection Surface vs. Individual Experience -- Nostalgia and Retro -- Approaches and Relatability -- BackSeat-Sitting Simulator with Child Perspective -- Plot Structure -- Aiming for Relatability -- Mini-Games and More-Playful Materialities in BackSeat -- Concluding Thoughts -- Literature -- Filmography -- Gameography -- Lego Level Up -- Introduction: How to Read a Game? -- Panofsky in the Post-Apocalypse: -- Game Literacy Models in Formal Learning Environments -- The Lego Level Up Workshops -- Focus 1: Storytelling, Games, Game Mechanics -- Focus 2: From the Analog to the Digital Labyrinth -- Findings from the Workshop I: Gender -- Findings from the Workshop II: Game Diversity and Media Literacy -- Findings from the Workshop III: The Role of the Game Material -- Dario's Box -- Outlook: Postdigital Building Blocks of Game Literacies-in the Distortion Mirror of Participatory Culture -- Literature -- Gameography -- Pieces -- Beyond Pawns and Meeples -- Introduction: Why Analog Game Figures? -- Actors, Agency, Affordances: Game Figures in Ludic Networks -- The Stuff That Games Are Made Of: Materiality as Prerequisite of Play -- The Politics of Materiality: Cultural Dimensions of Game Figures.
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|a What Does a Chocolate Knight Taste Like? Aisthetic Experiences with Game Figures -- Destructions and Creations: Transformations of Game Figures -- Conclusion: Why Not Analog and Digital Game Figures? -- Literature -- Gameography -- Online Resources -- Have We Left the Paperverse Yet? -- At the End of the Paperverse? -- The Development of the First Paper Games in the Late Middle Ages -- Endless Paper: Alan Turing and the Computer -- Paper Prototypes in Game Design -- The Limitations of Experience and Moore's Law -- No Game is an Island: Mapping -- The Infocom Era of "Feelies" -- Conclusion -- Literature -- Gameography -- Keep the Innovation Rolling -- Introduction: Toward a Culture of Dice Games -- The Material Fascination Of Dice -- Finding Information About Dice Games -- Finding Innovative Dice Usages in Games -- The Top-Ranked Games Related to Dice at BGG -- Complementing the Tables: Other Dice Games Identified by Hobby Gamers -- Conclusion -- Literature -- Gameography -- Immateriality and Immortality -- Dolls, Plushies, and Plastic Figurines -- Tactile Nostalgia -- Playing as Possession: Haunted Dolls in Video Games -- Toys as Materialized Fictions -- Conclusion -- Literature -- Gameography -- Contributors.
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|a Description based on publisher supplied metadata and other sources.
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|a Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2023. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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| 655 |
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|a Electronic books.
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|a Freyermuth, Gundolf S.
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|a Schmidt, Hanns Christian.
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| 700 |
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|a Rusch, Raven.
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|i Print version:
|a Beil, Benjamin
|t Playful Materialities
|d Bielefeld : Transcript Verlag,c2022
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| 797 |
2 |
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|a ProQuest (Firm)
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| 830 |
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|a Bild und Bit Series
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| 856 |
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|u https://ebookcentral.proquest.com/lib/matrademy/detail.action?docID=30469312
|z Click to View
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