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Gaming is unlikely

E-BookPDF1 - PDF WatermarkE-Book
176 Seiten
Englisch
Springer Fachmedien Wiesbadenerschienen am01.02.20231st ed. 2023
A concept of game is justified and unfolded that revolves around the lure and threat of the unexpected. The author duo places their theory of ludic action in classical concepts of the game as well as in the current discourse of game studies. The phenomenal multiplicity of games is outlined in historical perspective and structured in a systematic manner. The authors explain the media-technical and communicative preconditions of the computer game boom and reflect on the discussion about escalations of ludic violence. The instrumentalization of games, which is becoming increasingly popular under the heading of gamification, is critically examined. The conspicuous inflation of the game metaphor is brought into connection with ludic connotations in the social structures of modern and digital society.
Fabian Arlt, M. A. , studied media management and is doing his doctorate in social and business communication at the University of the Arts (UdK) in Berlin.


Prof. Dr. Hans-Jürgen Arlt is a social scientist and publicist, he teaches at the Institute for Theory and Practice of Communication at the University of the Arts (UdK) in Berlin.



Fabian Arlt, M. A., studied media management and is doing his doctorate in social and business communication at the University of the Arts (UdK) in Berlin.

Prof. Dr. Hans-Jürgen Arlt is a social scientist and publicist, he teaches at the Institute for Theory and Practice of Communication at the University of the Arts (UdK) in Berlin.
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Verfügbare Formate
BuchKartoniert, Paperback
EUR85,59
E-BookPDF1 - PDF WatermarkE-Book
EUR85,59

Produkt

KlappentextA concept of game is justified and unfolded that revolves around the lure and threat of the unexpected. The author duo places their theory of ludic action in classical concepts of the game as well as in the current discourse of game studies. The phenomenal multiplicity of games is outlined in historical perspective and structured in a systematic manner. The authors explain the media-technical and communicative preconditions of the computer game boom and reflect on the discussion about escalations of ludic violence. The instrumentalization of games, which is becoming increasingly popular under the heading of gamification, is critically examined. The conspicuous inflation of the game metaphor is brought into connection with ludic connotations in the social structures of modern and digital society.
Fabian Arlt, M. A. , studied media management and is doing his doctorate in social and business communication at the University of the Arts (UdK) in Berlin.


Prof. Dr. Hans-Jürgen Arlt is a social scientist and publicist, he teaches at the Institute for Theory and Practice of Communication at the University of the Arts (UdK) in Berlin.



Fabian Arlt, M. A., studied media management and is doing his doctorate in social and business communication at the University of the Arts (UdK) in Berlin.

Prof. Dr. Hans-Jürgen Arlt is a social scientist and publicist, he teaches at the Institute for Theory and Practice of Communication at the University of the Arts (UdK) in Berlin.
Details
Weitere ISBN/GTIN9783658399641
ProduktartE-Book
EinbandartE-Book
FormatPDF
Format Hinweis1 - PDF Watermark
FormatE107
Erscheinungsjahr2023
Erscheinungsdatum01.02.2023
Auflage1st ed. 2023
Seiten176 Seiten
SpracheEnglisch
IllustrationenVIII, 176 p. 1 illus.
Artikel-Nr.10066301
Rubriken
Genre9200

Autor

Fabian Arlt, M. A., studied media management and is doing his doctorate in social and business communication at the University of the Arts (UdK) in Berlin.

Prof. Dr. Hans-Jürgen Arlt is a social scientist and publicist, he teaches at the Institute for Theory and Practice of Communication at the University of the Arts (UdK) in Berlin.