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Mixed reality and games : theoretical and practical approaches in game studies and education / Emir Bektic [and 5 others] (eds).

By: Contributor(s): Material type: TextTextSeries: Media studies (Transcript (Firm)) ; v. 80.Publisher: Bielefeld : Transcript, [2020]Description: 1 online resourceContent type:
  • text
Media type:
  • computer
Carrier type:
  • online resource
ISBN:
  • 9783839453292
  • 3839453291
  • 3837653293
  • 9783837653298
Subject(s): Genre/Form: Additional physical formats: Print version:: Mixed Reality and Games : Theoretical and Practical Approaches in Game Studies and Education.DDC classification:
  • 371.33/4 23
LOC classification:
  • LB1028.5 .F76 2019
Online resources:
Contents:
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
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.
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Electronic-Books Electronic-Books OPJGU Sonepat- Campus E-Books EBSCO Available

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

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

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.

Online resource; title from digital title page (viewed on April 14, 2021).

Includes bibliographical references.

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