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Titlebook: Computer Games and New Media Cultures; A Handbook of Digita Johannes Fromme,Alexander Unger Book 2012 Springer Science+Business Media B.V.

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楼主: 拐杖
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Growing Game Worldslusion of physical spaces in our work on game environments. Not only was this physical condition always part of the game world, it becomes evermore important in modern game and media design as new technologies allow new interaction design. Touching on a number of examples, the argument bridges the i
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MMO Morality, genre and atmosphere. If the game does not meet their standards, they don’t play. This is as true of massively multiplayer online role-playing games (MMOs) as it is of .. Otherwise, so long as what you’re asked to do sits within the boundaries of your expectations, you can happily immerse yourself
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Inside and Outside the Game This builds upon the concept of border. It is used in two significant ways: on the one hand, it shows the connection between player and game, and on the other hand, it represents their separation. Therein lies the concept of double bind. This is represented by an including exclusion. This is suppor
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Personality Development Through Immersion into Intermediate Areas of Digital Role-Playing Gamesin a kind of virtual space or as D. W. Winnicott calls it: in an .. In this chapter, challenges of deep . into this intermediate area are mentioned, and the parallels and differences between early and later intermediate areas are discussed. The first intermediate areas in the development of an indiv
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Symbolic Interaction in Digital Games: Theoretical Reflections on Dimensions of Meaning Construction meaning making in relation to elements of game design. The interest lies on a better understanding of the perception of visual and narrative presentations and its relevance for meaning construction and gaming. It is assumed that a differentiated qualification of gaming experiences has to relate to
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