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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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Interface Analysis: Notes on the “Scopic Regime” of Strategic Action in Real-Time Strategy Gameslyze by which means player actions are structured in the gaming situation. In order to explore the approach of interface analysis more closely, this chapter will discuss the common interface and “ergodicity” of real-time strategy games (RTS), a popular subgenre of strategy games. I will focus on som
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Virtual Worlds: Game or Virtual Society?nd political interests and (human) states of mind shift and the virtual world’s citizens (avatars) increasingly dictate its activities and structures. On the basis of these observations, the conclusion is drawn that the constants of human cohabitation exist even in virtual communities.
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MMO Moralityality; you then have to make the decision as to whether to carry on playing or not. This chapter considers one particular kind of expectation held by players of MMOs – the morality imbued in the game world’s fiction – and examines problems that can arise when the views of players and the game’s desi
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Egoshooting in Chernobyl: Identity and Subject(s) in the , Gamese latter, the chapter focuses on the S.T.A.L.K.E.R. video games to show how FPS games prompt players to question their in-game identity(ies) because the playing subject, instead of being a fixed entity, is hard-wired into the process of exploration that constitutes gameplay.
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Personality Development Through Immersion into Intermediate Areas of Digital Role-Playing Gamesmediate areas for collaborative playing, back and forth motion of immersion and reflection and strategies to ‘tame’ chaos. The chapter will show some aspects how these abilities can be advanced by the act of playing digital role-playing games.
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Book 2012o, they provide an alternative perspective to one-dimensional studies of gaming, whose agendas do not include cultural factors. The contributions, which range from theoretical approaches to empirical studies, cover various topics including analyses of games themselves, the player-game interaction, a
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Growing Game Worldsdeals of early cyberspace apostles with the contested digital game worlds of today’s industry to point to the hybrid game spaces that are emerging in more futuristic designs. The development is presented as a gradual evolution that calls for a critical shift of our scholarly focus.
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