找回密码
 To register

QQ登录

只需一步,快速开始

扫一扫,访问微社区

Titlebook: Computer Games as a Sociocultural Phenomenon; Games Without Fronti Andreas Jahn-Sudmann,Ralf Stockmann Book 2008 Palgrave Macmillan, a divi

[复制链接]
楼主: MIFF
发表于 2025-3-23 12:36:46 | 显示全部楼层
‘Moral Management’: Dealing with Moral Concerns to Maintain Enjoyment of Violent Video Gamesly realistic, authentic and dynamic (Tamborini and Skalski, 2006). In fact, the simulation of violence in some video games has become so authentic that the military has discovered them as new opportunities for training and recruiting (., 2002; ., 2004).
发表于 2025-3-23 14:35:06 | 显示全部楼层
Child and Unemployment Benefits, the power to make murderers, sadists, perverts and suicides out of otherwise normal teenagers (Grossman and DeGaetano, 2006). This thesis has gained in journalistic and talkshow popularity ever since Columbine. . (1993), . (1996), and numerous other games are widely considered to engender an addiction to violent behaviour.
发表于 2025-3-23 21:15:57 | 显示全部楼层
Daniel Xerri,Patricia Vella Briffanomic, cultural and historic moments. In Germany, Ludo is called Mensch-Ärgere-Dich-Nicht (‘don’t get angry, man’), where the title already announces what the simple life is all about. Monopoly allows the player to climb to the position of a hotel magnate. And in . you may conquer the world.
发表于 2025-3-24 01:38:50 | 显示全部楼层
发表于 2025-3-24 03:40:52 | 显示全部楼层
Preconscious Apocalypse: The Failure of Capitalism in Computer Gamesnomic, cultural and historic moments. In Germany, Ludo is called Mensch-Ärgere-Dich-Nicht (‘don’t get angry, man’), where the title already announces what the simple life is all about. Monopoly allows the player to climb to the position of a hotel magnate. And in . you may conquer the world.
发表于 2025-3-24 09:23:25 | 显示全部楼层
发表于 2025-3-24 11:33:05 | 显示全部楼层
Daniel Xerri,Patricia Vella Briffa . (2000) and its sequel . — . (2004), are self-evidently works of fantasy. Each might easily be dismissed as yet another game that has no bearing on real life, although this misses the fact that there is still an ethical system embedded within both, an ‘inhuman’ ethic that is ‘beyond good and evil’.
发表于 2025-3-24 14:51:46 | 显示全部楼层
Programming Violence: Language and the Making of Interactive Medianology’s artificial languages — code — differ from so-called natural languages and it is precisely because of this difference that gaming narrative diverges from traditional narrative forms. The trendsetting games . (1962) and . (1993) offer examples of how code informs narrative.
发表于 2025-3-24 23:04:33 | 显示全部楼层
Beyond Good and Evil: The Inhuman Ethics of , and . (2000) and its sequel . — . (2004), are self-evidently works of fantasy. Each might easily be dismissed as yet another game that has no bearing on real life, although this misses the fact that there is still an ethical system embedded within both, an ‘inhuman’ ethic that is ‘beyond good and evil’.
发表于 2025-3-25 01:19:34 | 显示全部楼层
The Aesthetic Vocabulary of Video Gamesession. With a greater variety of tools at their disposal, people are able to understand, manipulate and express their experience of reality in different ways. This in turn may have dramatic effects on the underlying principles of social coherence: ‘the principal effect of media technology is on soc
 关于派博传思  派博传思旗下网站  友情链接
派博传思介绍 公司地理位置 论文服务流程 影响因子官网 吾爱论文网 大讲堂 北京大学 Oxford Uni. Harvard Uni.
发展历史沿革 期刊点评 投稿经验总结 SCIENCEGARD IMPACTFACTOR 派博系数 清华大学 Yale Uni. Stanford Uni.
QQ|Archiver|手机版|小黑屋| 派博传思国际 ( 京公网安备110108008328) GMT+8, 2025-8-11 02:54
Copyright © 2001-2015 派博传思   京公网安备110108008328 版权所有 All rights reserved
快速回复 返回顶部 返回列表