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  1. Communities of play
    emergent cultures in multiplayer games and virtual worlds
    Autor*in: Pearce, Celia
    Erschienen: 2009
    Verlag:  MIT Press, Cambridge, Mass.

    The odyssey of a group of "refugees" from a closed-down online game and an exploration of emergent fan cultures in virtual worlds. mehr

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    The odyssey of a group of "refugees" from a closed-down online game and an exploration of emergent fan cultures in virtual worlds.

     

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  2. Virtualpolitik
    an electronic history of government media-making in a time of war, scandal, disaster, miscommunication, and mistakes
    Erschienen: 2009
    Verlag:  MIT Press, Cambridge, Mass.

    Government media making, from official websites to whistleblowers' e-mail, and its sometimes unintended consequences. mehr

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    Government media making, from official websites to whistleblowers' e-mail, and its sometimes unintended consequences.

     

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  3. Without criteria
    Kant, Whitehead, Deleuze, and aesthetics
    Erschienen: 2009
    Verlag:  MIT Press, Cambridge, Mass.

    A Deleuzian reading of Whitehead and a Whiteheadian reading of Deleuze open the possibility of a critical aesthetics of contemporary culture. mehr

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    A Deleuzian reading of Whitehead and a Whiteheadian reading of Deleuze open the possibility of a critical aesthetics of contemporary culture.

     

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  4. Relationscapes
    movement, art, philosophy
    Autor*in: Manning, Erin
    Erschienen: 2009
    Verlag:  MIT Press, Cambridge, Mass.

    Exploring the relation between sensation and thought through the prisms of dance, cinema, art, and the new media, Manning argues for the intensity of movement, developing the concept of preacceleration which makes palpable how movement creates... mehr

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    Exploring the relation between sensation and thought through the prisms of dance, cinema, art, and the new media, Manning argues for the intensity of movement, developing the concept of preacceleration which makes palpable how movement creates relational intervals out of which displacements take form.

     

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780262255158; 0262255154; 9780262134903; 026213490X; 1282240188; 9781282240186
    Schriftenreihe: Technologies of lived abstraction
    Schlagworte: Movement (Philosophy); Technology; DIGITAL HUMANITIES & NEW MEDIA/New Media Art; SOCIAL SCIENCES/Media Studies; ARTS/Photography & Film/History, Theory & Criticism
    Umfang: 1 online resource (x, 268 pages), illustrations.
  5. Critical play
    radical game design
    Erschienen: 2009
    Verlag:  MIT Press, Cambridge, Mass.

    An examination of subversive games-games designed for political, aesthetic, and social critique. mehr

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    An examination of subversive games-games designed for political, aesthetic, and social critique.

     

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780262258760; 0262258765; 9780262258197; 0262258196
    Schlagworte: Games ; Design and construction; Games ; Sociological aspects; Art and popular culture; GAME STUDIES/Game Design; DIGITAL HUMANITIES & NEW MEDIA/New Media Art; SOCIAL SCIENCES/Media Studies
    Umfang: 1 online resource (vii, 353 pages), illustrations
  6. Bioethics in the age of new media
    Erschienen: 2009
    Verlag:  MIT Press, Cambridge, Mass.

    Joanna Zylinska examines the ethical challenges presented by technology to the allegedly sacrosant idea of the human & makes a proposal for a new ethics of life rooted in the philosophy of alterity. mehr

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    Joanna Zylinska examines the ethical challenges presented by technology to the allegedly sacrosant idea of the human & makes a proposal for a new ethics of life rooted in the philosophy of alterity.

     

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780262255141; 0262255146; 1282240625; 9781282240629
    Schlagworte: Bioethics; Mass media; SOCIAL SCIENCES/Media Studies; PHILOSOPHY/Ethics & Bioethics; DIGITAL HUMANITIES & NEW MEDIA/General
    Umfang: 1 online resource (xv, 230 pages)
  7. Racing the beam
    the Atari video computer system
    Erschienen: 2009
    Verlag:  MIT Press, Cambridge, Mass.

    The Atari Video Computer System dominated the home video game market so completely that "Atari" became the generic term for a video game console. The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of... mehr

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    The Atari Video Computer System dominated the home video game market so completely that "Atari" became the generic term for a video game console. The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which established new techniques, mechanics, and even entire genres. This book offers a detailed and accessible study of this influential video game console from both computational and cultural perspectives. Studies of digital media have rarely investigated platforms--the systems underlying computing. This book (the first in a series of Platform Studies) does so, developing a critical approach that examines the relationship between platforms and creative expression. Nick Montfort and Ian Bogost discuss the Atari VCS itself and examine in detail six game cartridges: Combat, Adventure, Pac-Man, Yars' Revenge, Pitfall!, and Star Wars: The Empire Strikes Back. They describe the technical constraints and affordances of the system and track developments in programming, gameplay, interface, and aesthetics. Adventure, for example, was the first game to represent a virtual space larger than the screen (anticipating the boundless virtual spaces of such later games as World of Warcraft and Grand Theft Auto), by allowing the player to walk off one side into another space; and Star Wars: The Empire Strikes Back was an early instance of interaction between media properties and video games. Montfort and Bogost show that the Atari VCS--often considered merely a retro fetish object--is an essential part of the history of video games.

     

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    Quelle: Verbundkataloge
    Beteiligt: Bogost, Ian (MitwirkendeR)
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780262254939; 026225493X; 9780262261524; 0262261529
    Schriftenreihe: Platform studies
    Schlagworte: Computer games ; Programming; Video games ; Equipment and supplies; Atari 2600 (Video game console); Video games ; United States ; History; GAME STUDIES/General; DIGITAL HUMANITIES & NEW MEDIA/General; SOCIAL SCIENCES/Media Studies
    Umfang: 1 online resource (xii, 180 pages), illustrations.