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<Header><Sender><SenderName>unglue.it</SenderName><EmailAddress>unglueit@ebookfoundation.org</EmailAddress></Sender><SentDateTime>20260807T060635Z</SentDateTime><MessageNote>Unglue.it Game Studies</MessageNote></Header><Product><RecordReference>it.unglue.work.304160.434751</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>434751</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9783957960757</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-SA</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-sa/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Diversity of Play</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Mathias Fuchs</PersonName><PersonNameInverted>Fuchs, Mathias</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Diversity</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Film, TV &amp; radio</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Gamification</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Gothic</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Ludification</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Ludology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Narratology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Play Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>The arts</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::A The Arts::AT Performing arts::ATF Films, cinema</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::A The Arts::AT Performing arts::ATJ Television</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>The early days when digital games were new, harmless, and a niche are long gone. Today’s games can simulate battlefields, predict disaster, and crash markets. We are faced with a diversity of play and the ubiquity of games, making them not only a popular medium, but the leading medium of our contemporary society. Based on the keynote lectures held at DiGRA2015, “Diversity of Play” provides a critical view on the current stage of digital games from a theoretic, artistic, and practical perspective by pointing towards the uncanny, the power of “unnatural” narratives, and the exceptions and uncertainties of digital ludic environments. With an interview with Karen Palmer and essays by Astrid Ensslin, Mathias Fuchs, Tanya Krzywinska, and Markus Rautzenberg.<br/><br/>Listed by <a href="https://unglue.it/work/304160/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/13/00/13009266cbca81f11a515eaad729fa81.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Meson Press by Hybrid</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20150719</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/302706/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.495603.663525</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>663525</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-SA</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-sa/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Game | World | Architectonics</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Marc Bonner</PersonName><PersonNameInverted>Bonner, Marc</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>ARC000000</SubjectCode><SubjectHeadingText>Architecture</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Architektur</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Medienstudien</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Perception of Space</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Raumwahrnehmung</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Spielestudien</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Worldbuilding</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>In its current digital, pictorial and viral ubiquity, architecture no longer has to be bodily present, but has a mediating role. As a medial hinge it folds different disciplines of media and art onto the realm of the everyday. Here, the idea of architectonics can be understood as the architectural implications of computer games in a broader sense to address the matter of architecture in game worlds as well as the architecture of computer games themselves.

This anthology bundles transdisciplinary approaches around the topics of space, architecture, perception of and worldbuilding in computer games and their media-specific properties. The aim is to show how and under which aspects digital game worlds are constituted. The contributions depart from the beaten tracks of media and game studies, focusing on spatial, architectural and world-shaped phenomena within current digital media culture.<br/><br/>Listed by <a href="https://unglue.it/work/495603/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/07/7c/077c0c8df68a159ac0056474182327b6.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Heidelberg University Publishing (heiUP)</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2021</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/335489/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.397966.542609</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>542609</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9783837643046</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Games and Rules</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Beat Suter</PersonName><PersonNameInverted>Suter, Beat</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Mela Kocher</PersonName><PersonNameInverted>Kocher, Mela</PersonNameInverted></Contributor><Contributor><SequenceNumber>3</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>René Bauer</PersonName><PersonNameInverted>Bauer, René</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Aporia and Epiphany</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer games</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Ergodic Systems</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game Design</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game Mechanics</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>GAM000000</SubjectCode><SubjectHeadingText>Games</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>KUnlatched</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Ludology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media &amp; Communications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Aesthetics</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Art</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Motivation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Narratology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>SOC052000</SubjectCode><SubjectHeadingText>Social Science / Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Video games</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Why do we play games and why do we play them on computers? The contributors of »Games and Rules« take a closer look at the core of each game and the motivational system that is the game mechanics. Games are control circuits that organize the game world with their (joint) players and establish motivations in a dedicated space, a »Magic Circle«, whereas game mechanics are constructs of rules designed for interactions that provide gameplay. Those rules form the base for all the excitement and frustration we experience in games. This anthology contains individual essays by authors with backgrounds in Game Design and Game Studies, who lead the discourse to get to the bottom of game mechanics in video games and the real world.<br/><br/>Listed by <a href="https://unglue.it/work/397966/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/85/f9/85f9adbb9602ea443fe3f12eb7ac7995.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>transcript Verlag</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20190315</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/303585/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.397966.542610</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>542610</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9783839443040</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Games and Rules</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Beat Suter</PersonName><PersonNameInverted>Suter, Beat</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Mela Kocher</PersonName><PersonNameInverted>Kocher, Mela</PersonNameInverted></Contributor><Contributor><SequenceNumber>3</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>René Bauer</PersonName><PersonNameInverted>Bauer, René</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Aporia and Epiphany</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer games</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Ergodic Systems</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game Design</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game Mechanics</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>GAM000000</SubjectCode><SubjectHeadingText>Games</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>KUnlatched</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Ludology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media &amp; Communications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Aesthetics</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Art</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Motivation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Narratology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>SOC052000</SubjectCode><SubjectHeadingText>Social Science / Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Video games</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Why do we play games and why do we play them on computers? The contributors of »Games and Rules« take a closer look at the core of each game and the motivational system that is the game mechanics. Games are control circuits that organize the game world with their (joint) players and establish motivations in a dedicated space, a »Magic Circle«, whereas game mechanics are constructs of rules designed for interactions that provide gameplay. Those rules form the base for all the excitement and frustration we experience in games. This anthology contains individual essays by authors with backgrounds in Game Design and Game Studies, who lead the discourse to get to the bottom of game mechanics in video games and the real world.<br/><br/>Listed by <a href="https://unglue.it/work/397966/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>/static/images/generic_cover_larger.png</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>transcript Verlag</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20190315</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/233519/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.522957.699886</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>699886</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Grüne Sonnen</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Daniel Illger</PersonName><PersonNameInverted>Illger, Daniel</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>ger</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Cultural Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Fantasy</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Film, TV &amp; radio</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Films, cinema</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>General studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>genre theory</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Interdisciplinary Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Popular culture</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Reference, information &amp; interdisciplinary subjects</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>The arts</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::A The Arts::AT Performing arts::ATF Films, cinema</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::G Reference, Information and Interdisciplinary subjects::GT Interdisciplinary studies::GTZ General studies and General knowledge</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCC Cultural studies::JBCC1 Popular culture</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Tolkien research</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>In this study, the author develops a poetics of fantasy that calls into question the common interpretation of the genre as politically reactionary and aesthetically dull. On this basis, he argues that the video game has a specific affinity to the genre of fantasy, and he substantiates this thesis by analyzing artistically outstanding games such Dark Souls, Skyrim, and Hellblade.<br/><br/>Listed by <a href="https://unglue.it/work/522957/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/7b/61/7b61512b52b2de413c391425695cdbfe.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>De Gruyter</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2020</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/366056/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.497950.666127</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>666127</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Krankheit in Digitalen Spielen. Interdisziplinäre Betrachtungen</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Stefan Heinrich Simond</PersonName><PersonNameInverted>Simond, Stefan Heinrich</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Arno Görgen</PersonName><PersonNameInverted>Görgen, Arno</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>ger</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digitale Spiele</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Gesellschaft</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Krankheit</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>medical humanities</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Medien</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Krankheit in Digitalen Spielen hat viele Facetten – egal ob psychisch oder somatisch. Ihre Darstellung fußt dabei auf Prozessen, die gesellschaftliches Wissen zu Krankheiten aufgreifen und gemäß der Eigenlogik digitaler Spiele verändern. Ästhetik, Narration und Spielmechanik partizipieren so an Kämpfen um Deutungshoheiten zwischen der Tradierung stigmatisierender Krankheitsvorstellungen einerseits und selbstreflexivem Empowerment andererseits. Die Beiträger*innen dieses ersten Sammelbandes zum Thema widmen sich theoretischen, analytischen und praktischen Fragestellungen rund um die Bedeutungsvielfalt von Krankheitskonstruktionen in digitalen Spielen aus interdisziplinärer Perspektive.<br/><br/>Listed by <a href="https://unglue.it/work/497950/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/7c/96/7c9671e864fc1aaba65cd9e4253d722a.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>transcript Verlag</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2020</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/337344/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.479614.646049</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>646049</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>La Caméra imaginaire</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Selim Krichane</PersonName><PersonNameInverted>Krichane, Selim</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>fre</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Cinéma</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>jeu vidéo</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>La notion de « caméra », empruntée au lexique cinématographique, est fréquemment utilisée par les joueurs, les développeurs ou encore les journalistes pour qualifier les déplacements du point de vue dans les jeux vidéo. En effet, le terme de « caméra » s’est généralisé dans les discours portant sur le jeu vidéo dès les années 1990 et constitue un exemple clé des échanges et des contaminations qui ont marqué l’histoire du jeu vidéo, autant que l’histoire récente du cinéma hollywoodien. Si plusieurs travaux du jeune champ d’études des game studies (ou études du jeu vidéo) se sont déjà penchés sur la « cinématographicité » des images vidéoludiques, sur l’ensemble des dynamiques d’emprunt et d’hybridation qui affectent les images du jeu vidéo, l’histoire du terme de « caméra » n’a jamais fait l’objet d’une étude détaillée. Or, sa généralisation dans le domaine du jeu vidéo fait de la « caméra » un facteur crucial des contaminations réciproques qui ont marqué ces deux industries culturelles dès la fin du XXè siècle. Son usage dans le contexte des game studies repose sur une connaissance partagée du terme qui est rarement interrogé par les chercheurs. Cet ouvrage propose de retracer l’émergence, la naturalisation et la généralisation de la notion de « caméra » dans le contexte des jeux vidéo. Pour ce faire, l’auteur propose de recomposer les variations conceptuelles du terme en reconstituant, par l’analyse qualitative, les différents cadrages sémantiques de cette notion tout en prêtant une attention particulière à son contexte d’utilisation et aux relations multiples qui lient les différents agents du champ culturel du jeu vidéo qui en ont fait usage (joueurs, créateurs, critiques, éditeurs, etc.). Faire l’histoire de la notion de « caméra » nécessite en amont de questionner la relation qu’entretiennent cinéma et jeu vidéo, et permet, en aval, d’envisager à nouveau frais les termes employés pour analyser les régimes de visibilité du jeu vidéo, mais aussi de porter un regard neuf sur les productions hollywoodiennes des dernières décennies qui mobilisent la grammaire vidéoludique, à l’image de Tron et de son remake ou du récent Ready Player One.<br/><br/>Listed by <a href="https://unglue.it/work/479614/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/76/a4/76a4410a7120183e41b7b3c401a96c47.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Georg Editeur</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2018</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/286953/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.464216.627449</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>627449</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9783110674255</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Land, Dorf, Kehilla</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Almut Laufer</PersonName><PersonNameInverted>Laufer, Almut</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>ger</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Cuneiform medicine</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>eye disease</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Fantasy</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>genre theory</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Humanities</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Jewish Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Jews</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Judaism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Literary studies: from c 1900 -</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Literary studies: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Literature</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Literature &amp; literary studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Literature: history &amp; criticism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Mesopotamian therapy</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>opthalmology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Religion &amp; beliefs</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Religious groups: social &amp; cultural aspects</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Social groups</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::Q Philosophy and Religion::QR Religion and beliefs::QRJ Judaism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Tolkien research</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>village life</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>For secular, well-educated society, the “countryside” has always been a projection screen for desires and aversions. Almut Laufer examines the narrative traces left by rural Jewish communities by considering the texts of non-Jewish authors of the late Enlightenment and Counter-Enlightenment and the stories of Jewish authors of the 19th and early 20th centuries that reflect inner Jewish discourse.<br/><br/>Listed by <a href="https://unglue.it/work/464216/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/4c/d5/4cd5793dea8c37b082c2f06adf38b409.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Walter de Gruyter GmbH &amp; Co KG</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20200505</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/279406/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.464216.637628</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>637628</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9781501506550</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Mesopotamian Eye Disease Texts</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Markham J. Geller</PersonName><PersonNameInverted>Geller, Markham J.</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Strahil V. Panayotov</PersonName><PersonNameInverted>Panayotov, Strahil V.</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>ger</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Cuneiform medicine</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>eye disease</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Fantasy</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>genre theory</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Humanities</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Jewish Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Jews</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Judaism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Literary studies: from c 1900 -</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Literary studies: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Literature</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Literature &amp; literary studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Literature: history &amp; criticism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Mesopotamian therapy</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>opthalmology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Religion &amp; beliefs</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Religious groups: social &amp; cultural aspects</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Social groups</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::Q Philosophy and Religion::QR Religion and beliefs::QRJ Judaism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Tolkien research</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>village life</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>For secular, well-educated society, the “countryside” has always been a projection screen for desires and aversions. Almut Laufer examines the narrative traces left by rural Jewish communities by considering the texts of non-Jewish authors of the late Enlightenment and Counter-Enlightenment and the stories of Jewish authors of the 19th and early 20th centuries that reflect inner Jewish discourse.<br/><br/>Listed by <a href="https://unglue.it/work/464216/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/5f/24/5f246b285036a2decc13f2249841c65e.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Walter de Gruyter GmbH &amp; Co KG</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20201026</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/314854/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.646408.864858</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>864858</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Medien, Spiel und Bildung</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Florian Kiefer</PersonName><PersonNameInverted>Kiefer, Florian</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Ralf Biermann</PersonName><PersonNameInverted>Biermann, Ralf</PersonNameInverted></Contributor><Contributor><SequenceNumber>3</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Steffi Rehfeld</PersonName><PersonNameInverted>Rehfeld, Steffi</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>ger</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Adult education</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>leisure education</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Education</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>media literacy</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies::JBCT1 Media studies: internet, digital media and society</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDB Internet guides and online services::UDBS Social media / social networking</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Media, as is prominently emphasised by the meta-process of mediatisation, are driving social change and have permeated everyday life. Mediality has inscribed itself into human thought and action and transformed it through digitalisation. Against the background of this social diagnosis, the relationship between media and pedagogy appears to be an all-encompassing and now indissoluble one, which is reflected not only in media pedagogy, but also in other approaches to academic pedagogy. This anthology therefore brings together various pedagogical approaches to media, examines them from the perspective of both reflection and action science and relates them exemplarily to the fields of media pedagogy, educational science, adult education and philosophy. The anthology is also a commemorative publication and was launched on the occasion of the retirement of Prof Dr Johannes Fromme, who headed the Chair of Media and Adult Education at Otto von Guericke University Magdeburg. The book is primarily aimed at researchers in the fields of media education and adult education as well as students on educational science and media-related degree programmes.; Medien, das wird durch den Metaprozess der Mediatisierung prominent hervorgehoben, treiben den gesellschaftlichen Wandel an und haben den gesamten Alltag durchdrungen. Medialität hat sich in das menschliche Denken bzw. Handeln eingeschrieben und dasselbe gerade durch die Digitalisierung transformiert. Vor dem Hintergrund dieser gesellschaftlichen Diagnose erscheint das Verhältnis von Medien und Pädagogik ein allumfassendes und mittlerweile unauflösbares zu sein, das nicht nur in der Medienpädagogik, sondern ebenso in anderen Zugängen der akademischen Pädagogik reflektiert wird. Der Sammelband vereinigt von daher verschiedene pädagogische Spielarten im Zusammenhang mit Medien, beleuchtet diesen sowohl in reflexions- wie handlungswissenschaftlicher Perspektive und bezieht diese exemplarisch auf die Bereiche Medienpädagogik, Bildungswissenschaft, Erwachsenenbildung und Philosophie. Der Sammelband ist zugleich Festschrift und wurde anlässlich der Pensionierung von Prof. Dr. Johannes Fromme auf den Weg gebracht, der den Lehrstuhl für Medien- und Erwachsenenbildung der Otto-von-Guericke-Universität Magdeburg geleitet hat. Das Buch richtet sich vornehmlich an Forschende in den Bereichen Medienpädagogik und Erwachsenenbildung sowie Studierende aus bildungswissenschaftlichen und medienbezogenen Studiengängen.<br/><br/>Listed by <a href="https://unglue.it/work/646408/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/66/eb/66ebf60817d15511b67b695b5d365cff.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>OAPublishing Collective</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2022</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/461323/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.525719.703522</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>703522</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Modes of Esports Engagement in Overwatch</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Maria Ruotsalainen</PersonName><PersonNameInverted>Ruotsalainen, Maria</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Maria Törhönen</PersonName><PersonNameInverted>Törhönen, Maria</PersonNameInverted></Contributor><Contributor><SequenceNumber>3</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Veli-Matti Karhulahti</PersonName><PersonNameInverted>Karhulahti, Veli-Matti</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Cultural Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital Culture</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital media</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>esports</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game culture</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game development</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>open access</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Overwatch</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Popular culture</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCC Cultural studies::JBCC1 Popular culture</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>This Open Access book provides a comprehensive review of the rapidly developing esport phenomenon by examining one of its contemporary flagship titles, Overwatch (Blizzard Entertainment 2016), through three central themes and from a rich variety of research methods and perspectives. As a game with more than 40 million individual players, an annual international World Cup, and a franchised professional league with teams from Canada, China, Europe, South Korea, and the US, Overwatch provides a multifaceted perspective to the cultural, social, and economic topics associated with the development of esports, which has begun to attract attention from both commercial and academic audiences. The book starts with an introduction chapter to Overwatch and esports engagement in general, co-authored by the editors. This is followed by 15 unique chapters from scholars within the field of game cultures and esports, representing ten different nationalities. The contributions construct thematic sections that divide the book into three parts: Players, Diverse Audiences? and Fan &amp; Fiction Work. As such, the parts provide a wide-ranging overview of esport engagement, thus disclosing the phenomenon’s cross-cultural, transmedial, and interconnected relations that have not been probed earlier in a single anthology.<br/><br/>Listed by <a href="https://unglue.it/work/525719/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/a6/de/a6dee85a7dd97266c20cb8e0d83b9ca0.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Springer 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id</IDTypeName><IDValue>869897</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-SA</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-sa/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Mugarteko ingurumena: aldaketa klimatikoa, hezkuntza-testuinguruak eta erronka digital berriak / Environnements transfrontaliers : changements climatique, contextes éducatifs et nouveaux défis numériques / Entornos transfronterizos: cambio climático, contextos educativos y nuevos retos digitales</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>ITZIAR ALKORTA IDIAKEZ</PersonName><PersonNameInverted>IDIAKEZ, ITZIAR ALKORTA</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Yannick Hernández</PersonName><PersonNameInverted>Hernández, Yannick</PersonNameInverted></Contributor><Contributor><SequenceNumber>3</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Urtzi Etxeberria</PersonName><PersonNameInverted>Etxeberria, Urtzi</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>baq</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>active methodologies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>artificial intelligence</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Basque Country</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>childhood and adolescence</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Climate Change</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>cross-border environments</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>educational contexts</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Educational innovation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>European Union</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Frontier</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Geography</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>HIS000000</SubjectCode><SubjectHeadingText>History</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>interdisciplinarity</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Land</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Languages</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>LAW000000</SubjectCode><SubjectHeadingText>Law</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>linguistic 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approach</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>personal data</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>PSY000000</SubjectCode><SubjectHeadingText>Psychology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Pyrenees</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Sciences of education</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>sciences of the game</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>security</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Social Pedagogy</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>socio-anthropology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>sustainability</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JH Sociology and anthropology::JHB Sociology::JHBS Sociology: sport and leisure</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::S Sports and Active outdoor recreation::SC Sport: general::SCG Sports training and coaching::SCGF Sport science, physical education</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>transnational</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Video games</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>world governance</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Universities and institutions in the New Aquitaine-Euskadi Navarre Euroregion, used to cooperating with each other, have decided to formalise this partnership by organising cross-border summer courses. The first two editions, held in July 2022 and 2023 in Bayonne, have proved their effectiveness as a strategic meeting place and a centre for the dissemination of intercultural and multilingual knowledge. This first collective work, which includes the texts from the 2023 edition, is entitled ‘Cross-border environments’ and focuses on the diversity of content that characterises them: natural, educational and digital. Taking into account one of the objectives of the cross-border summer courses and the editorial line of the Presses universitaires de Pau et des Pays de l'Adour (PUPPA), the book is intended both for academics (teachers, researchers and students) and civil society.<br/><br/>Listed by <a href="https://unglue.it/work/650717/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/51/57/515762c78992b1b06266580634d4ba0d.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Presses Universitaires de Bordeaux</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2024</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/464645/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.495470.663392</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>663392</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Narrative Mechanics</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Beat Suter</PersonName><PersonNameInverted>Suter, Beat</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>René Bauer</PersonName><PersonNameInverted>Bauer, René</PersonNameInverted></Contributor><Contributor><SequenceNumber>3</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Mela Kocher</PersonName><PersonNameInverted>Kocher, Mela</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer games</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Culture</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital media</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game Design</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>GAM000000</SubjectCode><SubjectHeadingText>Games</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Aesthetics</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Popular culture</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>What do stories in games have in common with political narratives? This book identifies narrative strategies as mechanisms for meaning and manipulation in games and real life. It shows that the narrative mechanics so clearly identifiable in games are increasingly used (and abused) in politics and social life. They have »many faces«, displays and interfaces. They occur as texts, recipes, stories, dramas in three acts, movies, videos, tweets, journeys of heroes, but also as rewarding stories in games and as narratives in society - such as a career from rags to riches, the concept of modernity or market economy. Below their surface, however, narrative mechanics are a particular type of motivational design - of game mechanics.<br/><br/>Listed by <a href="https://unglue.it/work/495470/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/25/46/254648aadecb504c1962f51f2c8b93ba.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>transcript Verlag</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2021</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/335251/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.1589453.1880112</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>1880112</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>New Articulations of Identity in Contemporary Aesthetics</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Derek Conrad Murray</PersonName><PersonNameInverted>Murray, Derek Conrad</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Stacy Schwartz</PersonName><PersonNameInverted>Schwartz, Stacy</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>abstraction</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>African-American art</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Anthony Russell</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>anti-essentialism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>archipelago</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>art and climate 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art</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>hybridity</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Identity</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>identity formation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Jewish art</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Jewish art and feminism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Jewish feminist art</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Jewishness</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Josephine Baker</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>LGBTQ</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Lou Dorfsman</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Masculinity</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>memory politics and post-Holocaust art</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>n/a</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Neoliberalism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>opacity</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Palimpsest</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Pedagogy</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Performance</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>PHO000000</SubjectCode><SubjectHeadingText>Photography</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>post-Holocaust studies and art</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Postmemory</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>process-oriented practice</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Queer theory</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Race</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Representation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>singular</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>The Quiet One</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>trans</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>trans joy</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>transgender</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>trauma studies in art</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Video games</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Videogames</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>worlding</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>worldmaking</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Yad Vashem</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>In the late twentieth century, political and cultural activism increasingly tackled identity-based forms of structural inequality. During the cultural debates of the 1980s and early ’90s, identity politics became a major arena for critical and intellectual inquiry and was increasingly the focus of creative endeavor. In the decades that followed, new discourses considered the construction and maintenance of rigidly defined identities—pondering whether the markers of belongingness (related to gender, sexuality, ethnicity, race, and nationhood) have become too fixed and exclusionary. The increasingly prevalent notion that identity discourses (often concerned with histories of coloniality, genocide, racism, nationalism, and gender and sexuality-based antagonisms) have become siloed, tribal, and engaged in so-called ‘purity politics’ has led to divisive but generative conversations. Within this larger conversation, contemporary art and visual culture have emerged as crucial sites for interrogating the ideological construction of identity and difference in representation. This methodologically diverse collection brings together a range of voices that ponder the complexities of belongingness as envisioned in contemporary art and visual culture. This lively interdisciplinary discussion explores how the visual can foster intersectionality as a self-critical praxis while destabilizing fixed notions of identity.<br/><br/>Listed by <a href="https://unglue.it/work/1589453/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>/static/images/generic_cover_larger.png</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>MDPI - Multidisciplinary Digital Publishing Institute</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2025</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/710582/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.574674.768374</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>768374</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Offene-Welt-Strukturen</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Marc Bonner</PersonName><PersonNameInverted>Bonner, Marc</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>ger</LanguageCode></Language><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>ARC000000</SubjectCode><SubjectHeadingText>Architecture</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer games design</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer programming / software development</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game Architecture</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game Art</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game Design</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Games development &amp; programming</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>History Of Art / Art &amp; Design Styles</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Internet guides &amp; online services</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Landscape art &amp; architecture</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>open world</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>production studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>The arts</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::A The Arts::AG The Arts: treatments and subjects::AGA History of art</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::A The Arts::AM Architecture::AMA Theory of architecture</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::A The Arts::AM Architecture::AMV Landscape architecture and design</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDB Internet guides and online services::UDBV Virtual worlds</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications::UGD Desktop publishing</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UM Computer programming / software engineering::UMK Games development and programming</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Theory of architecture</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Virtual Worlds</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>world-building</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>What role do algorithms play in the construction of images and the representation of the world and weather in computer games? How does the design of rooms, levels and topographies influence the decisions and behavior of the players? Is Brutalism the first genuine architectural style of computer games? What is the importance of landscape gardens and national parks in structuring game worlds? How is nature represented in times of climate change? Particularly in the last 20 years, digital game worlds are adapting features of the physical real world more meticulously than ever before. Through elaborate production processes and complex visualization strategies, the adaptation to the rest of our everyday world is always created in dependence on game mechanics and worldliness. As can be seen at the latest in the example of open-world games, the adoption of certain worldviews and visual traditions leads to ideological implications that go far beyond the narrative conventions transferred from other media formats that have been the focus of research so far. With his theory of architecture as a medial hinge, Marc Bonner reveals that digital game worlds exhibit media-specific properties that were previously out of reach and awaited exploration. By interweaving concepts from media studies, game studies, philosophy, architectural theory, human geography, landscape theory, and art history, among others, Bonner develops a transdisciplinary theoretical model and, using the analytical methods developed from it, makes it possible for the first time to understand and name the complex structure of today's computer games - from indie games to AAA open worlds. With »Offene-Welt-Strukturen« (»Open World Structures«) the architectonics of digital game worlds becomes comprehensively accessible.<br/><br/>Listed by <a href="https://unglue.it/work/574674/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/21/ee/21ee73eb5a781e0191997ab103c2ffe3.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Büchner-Verlag</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2023</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/409445/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.554319.742789</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>742789</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Playing at a Distance</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Sonia Fizek</PersonName><PersonNameInverted>Fizek, Sonia</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Advertising &amp; society</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Aesthetics</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>agency</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>AI</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>ambience</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>auto-play</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Automation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer games / online games: strategy guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Control</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Cultural Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital media</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>game ontology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>idling</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Interaction</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>interactivity</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>interpassivity</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>intra-action</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Aesthetics</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Theory</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>non-human play</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>play theory</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>player</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Posthumanism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>self-play</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Spectacle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>spectatorship</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Video games</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>videogame philosophy</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>An essential exploration of video game aesthetic that decenters the human player and challenges what it means to play. Do we play video games or do video games play us? Is nonhuman play a mere paradox or the future of gaming? And what do video games have to do with quantum theory? In Playing at a Distance, Sonia Fizek engages with these and many more daunting questions, forging new ways to think and talk about games and play that decenter the human player and explore a variety of play formats and practices that require surprisingly little human action. Idling in clicker games, wandering in walking simulators, automating gameplay with bots, or simply watching games rather than playing them—Fizek shows how these seemingly marginal cases are central to understanding how we play in the digital age. Introducing the concept of distance, Fizek reorients our view of computer-mediated play. To “play at a distance,” she says, is to delegate the immediate action to the machine and to become participants in an algorithmic spectacle. Distance as a media aesthetic framework enables the reader to come to terms with the ambiguity and aesthetic diversity of play. Drawing on concepts from philosophy, media theory, and posthumanism, as well as cultural and film studies, Playing at a Distance invites a wider understanding of what digital games and gaming are in all their diverse experiences and forms. In challenging the common perception of video games as inherently interactive, the book contributes to our understanding of the computer's influence on practices of play—and prods us to think more broadly about what it means to play.<br/><br/>Listed by <a href="https://unglue.it/work/554319/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/43/29/432978a9adc6277dcf4d8b433e4a7b3e.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>The MIT Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2022</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/390916/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.577951.772896</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>772896</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Playing Oppression</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Mary Flanagan</PersonName><PersonNameInverted>Flanagan, Mary</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Mikael Jakobsson</PersonName><PersonNameInverted>Jakobsson, Mikael</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>anthropology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>board game history</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Board games</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>colonialism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>critical analysis</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Cultural Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Eurogames</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game Design</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>HIS000000</SubjectCode><SubjectHeadingText>History</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>History: specific events &amp; topics</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Hobbies, quizzes &amp; games</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Humanities</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Indoor games</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>interaction criticism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Lifestyle, sport &amp; leisure</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>National liberation &amp; independence, post-colonialism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>post-colonialism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Social &amp; cultural anthropology, ethnography</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Sociology &amp; anthropology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JH Sociology and anthropology::JHM Anthropology::JHMC Social and cultural anthropology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::N History and Archaeology::NH History::NHT History: specific events and topics::NHTR National liberation and independence</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>A striking analysis of popular board games' roots in imperialist reasoning—and why the future of play depends on reckoning with it.Board games conjure up images of innocuously enriching entertainment: family game nights, childhood pastimes, cooperative board games centered around resource management and strategic play. Yet in Playing Oppression, Mary Flanagan and Mikael Jakobsson apply the incisive frameworks of postcolonial theory to a broad historical survey of board games to show how these seemingly benign entertainments reinforce the logic of imperialism.Through this lens, the commercialized version of Snakes and Ladders takes shape as the British Empire's distortion of Gyan Chaupar (an Indian game of spiritual knowledge), and early twentieth-century “trading games” that fêted French colonialism are exposed for how they conveniently sanitized its brutality while also relying on crudely racist imagery. These games' most explicitly abhorrent features may no longer be visible, but their legacy still lingers in the contemporary Eurogame tendency to exalt (and incentivize) cycles of exploration, expansion, exploitation, and extermination.An essential addition to any player's bookshelf, Playing Oppression deftly analyzes this insidious violence and proposes a path forward with board games that challenge colonialist thinking and embrace a much broader cultural imagination.<br/><br/>Listed by <a href="https://unglue.it/work/577951/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/df/d3/dfd39e7ee00ab04315ad6e5dad5f9543.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>The MIT Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2023</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/412465/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.146032.227347</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>227347</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9783957960016</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-SA</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-sa/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Rethinking Gamification</TitleText></TitleElement></TitleDetail><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText> Gamification</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText> Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Film, TV &amp; radio</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game theory</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Gamification</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Nonfiction</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>PSY000000</SubjectCode><SubjectHeadingText>Psychology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Social sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>The arts</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::A The Arts::AT Performing arts::ATF Films, cinema</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::A The Arts::AT Performing arts::ATJ Television</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Gamification marks a major change to everyday life. It describes the permeation of economic, political, and social contexts by game-elements such as awards, rule structures, and interfaces that are inspired by video games. Sometimes the term is reduced to the implementation of points, badges, and leaderboards as incentives and motivations to be productive. Sometimes it is envisioned as a universal remedy to deeply transform society toward more humane and playful ends. Despite its use by corporations to manage brand communities and personnel, however, gamification is more than just a marketing buzzword. States are beginning to use it as a new tool for governing populations more effectively. It promises to fix what is wrong with reality by making every single one of us fitter, happier, and healthier. Indeed, it seems like all of society is up for being transformed into one massive game.<br/><br/>
The contributions in this book offer a candid assessment of the gamification hype. They trace back the historical roots of the phenomenon and explore novel design practices and methods. They critically discuss its social implications and even present artistic tactics for resistance. It is time to rethink gamification!<br/><br/>
Print copies available via <a href="http://meson.press/books/rethinking-gamification/">Meson Press</a>.<br/><br/>Listed by <a href="https://unglue.it/work/146032/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>/static/images/generic_cover_larger.png</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2014</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/2901/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.146032.227348</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>227348</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9783957960023</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><ProductFormDetail>E116</ProductFormDetail><ProductFormDetail>E101</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-SA</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-sa/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Rethinking Gamification</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Mathias Fuchs</PersonName><PersonNameInverted>Fuchs, Mathias</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Sonia Fizek</PersonName><PersonNameInverted>Fizek, Sonia</PersonNameInverted></Contributor><Contributor><SequenceNumber>3</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Paolo Ruffino</PersonName><PersonNameInverted>Ruffino, Paolo</PersonNameInverted></Contributor><Contributor><SequenceNumber>4</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Niklas Schrape</PersonName><PersonNameInverted>Schrape, Niklas</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText> Gamification</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText> Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Film, TV &amp; radio</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game theory</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Gamification</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Nonfiction</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>PSY000000</SubjectCode><SubjectHeadingText>Psychology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Social sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>The arts</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::A The Arts::AT Performing arts::ATF Films, cinema</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::A The Arts::AT Performing arts::ATJ Television</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Gamification marks a major change to everyday life. It describes the permeation of economic, political, and social contexts by game-elements such as awards, rule structures, and interfaces that are inspired by video games. Sometimes the term is reduced to the implementation of points, badges, and leaderboards as incentives and motivations to be productive. Sometimes it is envisioned as a universal remedy to deeply transform society toward more humane and playful ends. Despite its use by corporations to manage brand communities and personnel, however, gamification is more than just a marketing buzzword. States are beginning to use it as a new tool for governing populations more effectively. It promises to fix what is wrong with reality by making every single one of us fitter, happier, and healthier. Indeed, it seems like all of society is up for being transformed into one massive game.<br/><br/>
The contributions in this book offer a candid assessment of the gamification hype. They trace back the historical roots of the phenomenon and explore novel design practices and methods. They critically discuss its social implications and even present artistic tactics for resistance. It is time to rethink gamification!<br/><br/>
Print copies available via <a href="http://meson.press/books/rethinking-gamification/">Meson Press</a>.<br/><br/>Listed by <a href="https://unglue.it/work/146032/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/7d/55/7d559c5d64934d4be2ea8b5ea7b1d209.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>meson press eG</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2014</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/292126/</WebsiteLink></Website><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">mobi file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/2900/</WebsiteLink></Website><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">epub file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/2899/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.522586.699515</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>699515</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Stealth Assessment</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Valerie Shute</PersonName><PersonNameInverted>Shute, Valerie</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Matthew Ventura</PersonName><PersonNameInverted>Ventura, Matthew</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>alternative assessment techniques</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer games / online games: strategy guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>digital games</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>digital games and learning</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>EDU000000</SubjectCode><SubjectHeadingText>Education</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>educational assessment</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Educational games</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>embedded assessment</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Examinations &amp; assessment</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>games in education</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>games in schools</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>learning games</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Organization &amp; management of education</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>performance-based assessments</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>student evaluation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>student testing</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Testing</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>testing methods</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>An approach to performance-based assessments that embeds assessments in digital games in order to measure how students are progressing toward targeted goals. To succeed in today's interconnected and complex world, workers need to be able to think systemically, creatively, and critically. Equipping K-16 students with these twenty-first-century competencies requires new thinking not only about what should be taught in school but also about how to develop valid assessments to measure and support these competencies. In Stealth Assessment, Valerie Shute and Matthew Ventura investigate an approach that embeds performance-based assessments in digital games. They argue that using well-designed games as vehicles to assess and support learning will help combat students' growing disengagement from school, provide dynamic and ongoing measures of learning processes and outcomes, and offer students opportunities to apply such complex competencies as creativity, problem solving, persistence, and collaboration. Embedding assessments within games provides a way to monitor players' progress toward targeted competencies and to use that information to support learning. Shute and Ventura discuss problems with such traditional assessment methods as multiple-choice questions, review evidence relating to digital games and learning, and illustrate the stealth-assessment approach with a set of assessments they are developing and embedding in the digital game Newton's Playground. These stealth assessments are intended to measure levels of creativity, persistence, and conceptual understanding of Newtonian physics during game play. Finally, they consider future research directions related to stealth assessment in education.<br/><br/>Listed by <a href="https://unglue.it/work/522586/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/a6/03/a6038f23c70ed43c45a2f24c626b7dc2.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>The MIT Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2013</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/381347/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.390296.532581</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>532581</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9780262315227</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Stealth Assessment</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Valerie Shute</PersonName><PersonNameInverted>Shute, Valerie</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Matthew Ventura</PersonName><PersonNameInverted>Ventura, Matthew</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>alternative assessment techniques</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer games / online games: strategy guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>digital games</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>digital games and learning</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>EDU000000</SubjectCode><SubjectHeadingText>Education</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>educational assessment</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Educational games</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>embedded assessment</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Examinations &amp; assessment</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>games in education</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>games in schools</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>learning games</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Organization &amp; management of education</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>performance-based assessments</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>student evaluation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>student testing</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Testing</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>testing methods</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>An approach to performance-based assessments that embeds assessments in digital games in order to measure how students are progressing toward targeted goals.To succeed in today's interconnected and complex world, workers need to be able to think systemically, creatively, and critically. Equipping K-16 students with these twenty-first-century competencies requires new thinking not only about what should be taught in school but also about how to develop valid assessments to measure and support these competencies. In Stealth Assessment, Valerie Shute and Matthew Ventura investigate an approach that embeds performance-based assessments in digital games. They argue that using well-designed games as vehicles to assess and support learning will help combat students' growing disengagement from school, provide dynamic and ongoing measures of learning processes and outcomes, and offer students opportunities to apply such complex competencies as creativity, problem solving, persistence, and collaboration. Embedding assessments within games provides a way to monitor players' progress toward targeted competencies and to use that information to support learning.Shute and Ventura discuss problems with such traditional assessment methods as multiple-choice questions, review evidence relating to digital games and learning, and illustrate the stealth-assessment approach with a set of assessments they are developing and embedding in the digital game Newton's Playground. These stealth assessments are intended to measure levels of creativity, persistence, and conceptual understanding of Newtonian physics during game play. Finally, they consider future research directions related to stealth assessment in education.<br/><br/>Listed by <a href="https://unglue.it/work/390296/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/42/da/42daf64bc00d73574612cb8984697512.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>MIT Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20130308</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/300663/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.542188.725809</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>725809</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>The Art of Adaptation in Film and Video Games</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Christian Thomas</PersonName><PersonNameInverted>Thomas, Christian</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>adaptation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>animated film</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>bildungsroman</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Biodiversity</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>character development</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Chinese cinema</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Comic strip</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>contagion</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>creative writing studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Criticism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>cultural adaptation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>cultural authenticity</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>cultural palimpsest</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>digital 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design</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>extremity</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>failure</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Film</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>film adaptation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Film, TV &amp; radio</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>foreignization</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Forest</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>game design process documentation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>game localization</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>game reviews</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>genre</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>George Lucas</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>horror film</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>horror video games</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Image</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>impossibility</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>interactive writing</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Japanese video games</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>liminal spaces</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>localization approaches</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>localization strategies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>loss</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Mass culture</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Memoir</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Methodology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>migrants</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>missed experience</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>modernity</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Mulan</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>n/a</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Nationalism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Nature photography</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Nostalgia</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Orientalism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Origin</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Pandemic</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>patricide</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Patrilineality</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>photographic montage</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>premediation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Propaganda</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Prufrock</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Psychoanalysis</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>reception</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Remediation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Repetition</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Representation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Sci-fi</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Science Fiction</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Scott Z. Burns</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Screenwriting</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Shakespeare</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Species</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>split screen</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>star wars</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Steven Soderbergh</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>survival horror</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>T.S. Eliot</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Tale of a Forest</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>The arts</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>The Wandering Earth</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thematic analysis</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Thriller</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>transit</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Trauma</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>tropes</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>video game narrative design</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Video games</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>video poem</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Videogames</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Writing</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>YouTube dramatic monologue</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>This Special Issue of Arts explores the art and practice of adaptation in several different mediums with a focus on film and video games. The topics covered include experimental game design, narrative design, film and trauma, games adapted from literature, video game cinema, film and the pandemic, film and the environment, film and immigration, and film and culture.<br/><br/>Listed by <a href="https://unglue.it/work/542188/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>/static/images/generic_cover_larger.png</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>MDPI Books</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2022</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/386789/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.400245.545523</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>545523</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9783038978305</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>The Sacred &amp; the Digital. Critical Depictions of Religions in Video Games</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>F.G. (Frank) Bosman</PersonName><PersonNameInverted>Bosman, F.G. (Frank)</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>American History</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Assassin’s Creed</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Bible</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Catholicism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Child abuse</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>contemplation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>content analysis</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>criticism of religion</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>critique of religion</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Cults</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>digital games</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Dishonored</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Ethos</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Evangelicalism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Fallout 3</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>football videogames</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Fundamentalism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>game</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game Mechanics</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>game worlds</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>game-immanent</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>games and religion studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Horizon: Zero Dawn</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Humanities</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>imaginary worlds</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Isaac</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Karma</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>moral decision making</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Mythos</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>new religious movements</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>occulture</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Paranormal</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Play</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>post-apocalypse</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>REL000000</SubjectCode><SubjectHeadingText>Religion</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Religion &amp; beliefs</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>religion criticism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>religion in games</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Religion Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>religious studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>religious violence</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>ritual practices</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>sacred</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>SCI000000</SubjectCode><SubjectHeadingText>Science</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Science Fiction</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>secular</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>society for psychical research</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>stereotypes</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>storyworlds</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>subcreation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::Q Philosophy and Religion::QR Religion and beliefs</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Theology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>transmedia storytelling</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>transmedial worlds</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>transmediality</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Video Game</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Video games</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Western esotericism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>world-building</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Video game studies are a relative young but flourishing academic discipline. But within game studies, however, the perspective of religion and spirituality is rather neglected, both by game scholars and religion scholars. While religion can take different shapes in digital games, ranging from material and referential to reflexive and ritual, it is not necessarily true that game developers depict their in-game religions in a positive, confirming way, but ever so often games approach the topic critically and disavowingly. The religion criticisms found in video games can be categorized as follows: religion as (1) fraud, aimed to manipulate the uneducated, as (2) blind obedience towards an invisible but ultimately non-existing deity/ies, as (3) violence against those who do not share the same set of religious rules, as (4) madness, a deranged alternative for logical reasoning, and as (5) suppression in the hands of the powerful elite to dominate and subdue the masses into submission and obedience. The critical depictions of religion in video games by their developers is the focus of this special issue.<br/><br/>Listed by <a href="https://unglue.it/work/400245/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/3c/8a/3c8acee606d77a96344f3caf4ccee4e0.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>MDPI - Multidisciplinary Digital Publishing Institute</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2019</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/369112/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.1802545.2119787</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>2119787</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Toward a Gameic World</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Ben Whaley</PersonName><PersonNameInverted>Whaley, Ben</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Affective engagement</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>anime</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Childbirth</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Earthquakes</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Empathy</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>engagement</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>hikikomori</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Japan</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Japanese</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>manga</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Nintendo</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>nuclear war</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>PlayStation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>simulation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Social Issues</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Sony</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBS Social groups, communities and identities::JBSL Ethnic studies::JBSL1 Ethnic groups and multicultural studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Trauma</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Video Game</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Toward a Gameic World bridges the gap between Japanese popular culture studies and game studies by encouraging a dialogue centered around Japanese-designed video games and social issues. It examines four contemporary Japanese video games in terms of how they engage with some of Japan’s biggest social and personal issues, including traumas: natural disasters ( Disaster Report ), a declining birthrate and aging population ( Catherine ), nuclear proliferation ( Metal Gear Solid V ); and youth social withdrawal ( The World Ends with You ). This book asks what some of the positive benefits are of working through a site of trauma from within a video game, and how games might teach us about Japanese culture and society through new kinds of interactive narratives, different from literature and film. The book proposes four new strategies of engagement with video games to explore the productive tensions that emerge at the boundaries of virtual reality, augmented reality, and gamification in contemporary Japan.<br/><br/>Listed by <a href="https://unglue.it/work/1802545/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>/static/images/generic_cover_larger.png</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Michigan State University Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2026</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/775651/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.535840.717023</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>717023</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Treacherous Play</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Marcus Carter</PersonName><PersonNameInverted>Carter, Marcus</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Advertising &amp; society</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Betrayal</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer games / online games: strategy guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Consequential Play</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Dark Play</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>DayZ</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Deception</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Espionage</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Ethics &amp; moral philosophy</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>EVE Online</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game Ethics</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>GAM000000</SubjectCode><SubjectHeadingText>Games</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Humanities</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>MMOG</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Permadeath</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Permanent Death</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>PHI000000</SubjectCode><SubjectHeadingText>Philosophy</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Play</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Play Ethics</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Play Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Reality Television</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Scamming</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>survivor</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Survivor CBS</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Treachery</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Trust</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Zombies</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>The ethics and experience of “treacherous play”: an exploration of three games that allow deception and betrayal—EVE Online, DayZ, and Survivor. Deception and betrayal in gameplay are generally considered off-limits, designed out of most multiplayer games. There are a few games, however, in which deception and betrayal are allowed, and even encouraged. In Treacherous Play, Marcus Carter explores the ethics and experience of playing such games, offering detailed explorations of three games in which this kind of “dark play” is both lawful and advantageous: EVE Online, DayZ, and the television series Survivor. Examining aspects of games that are often hidden, ignored, or designed away, Carter shows the appeal of playing treacherously. Carter looks at EVE Online's notorious scammers and spies, drawing on his own extensive studies of them, and describes how treacherous play makes EVE successful. Making a distinction between treacherous play and griefing or trolling, he examines the experiences of DayZ players to show how negative experiences can be positive in games, and a core part of their appeal. And he explains how in Survivor's tribal council votes, a player's acts of betrayal can exact a cost. Then, considering these games in terms of their design, he discusses how to design for treacherous play. Carter's account challenges the common assumptions that treacherous play is unethical, antisocial, and engaged in by bad people. He doesn't claim that more games should feature treachery, but that examining this kind of play sheds new light on what play can be.<br/><br/>Listed by <a href="https://unglue.it/work/535840/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>/static/images/generic_cover_larger.png</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>The MIT Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2021</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/381438/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.567608.759235</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>759235</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Videogames and Agency</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Bettina Bódi</PersonName><PersonNameInverted>Bódi, Bettina</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>agency</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer games / online games: strategy guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Cultural Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game Design</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game development</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Paratext</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>player action</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Popular culture</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCC Cultural studies::JBCC1 Popular culture</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDX Computer games / online games: strategy guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Video games</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>videogame</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Videogames and Agency explores the trend in videogames and their marketing to offer a player higher volumes, or even more distinct kinds, of player freedom. The book offers a new conceptual framework that helps us understand how this freedom to act is discussed by designers, and how that in turn reflects in their design principles.

What can we learn from existing theories around agency? How do paratextual materials reflect design intention with regards to what the player can and cannot do in a videogame? How does game design shape the possibility space for player action? Through these questions and selected case studies that include AAA and independent games alike, the book presents a unique approach to studying agency that combines game design, game studies, and game developer discourse. By doing so, the book examines what discourses around player action, as well as a game’s design can reveal about the nature of agency and videogame aesthetics.

This book will appeal to readers specifically interested in videogames, such as game studies scholars or game designers, but also to media studies students and media and screen studies scholars less familiar with digital games.

The Open Access version of this book, available at http://www.taylorfrancis.com, has been made available under a Creative Commons Attribution-Non Commercial-No Derivatives 4.0 license.<br/><br/>Listed by <a href="https://unglue.it/work/567608/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/c1/0e/c10e72478ed8fdae9a86708a7bf9f5be.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Taylor &amp; Francis</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2023</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/408375/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.567052.758679</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>758679</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Virtuelle Wirklichkeiten</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Felix Zimmermann</PersonName><PersonNameInverted>Zimmermann, Felix</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>ger</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>ambience</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Anno 1800</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Assassin’s Creed Syndicate</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Atmosphere</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer games / online games: strategy guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer games design</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer programming / software development</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Dishonored</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game Art</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game Design</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Games development &amp; programming</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Immersion</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Internet guides &amp; online services</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>production studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Public history</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDB Internet guides and online services::UDBV Virtual worlds</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDX Computer games / online games: strategy guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications::UGD Desktop publishing</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UM Computer programming / software engineering::UMK Games development and programming</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Virtual Worlds</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Atmospheres are everywhere: at the workplace, in the soccer stadium, in front of the crackling fireplace. They shape our everyday language and have become quite natural expressions of how we find ourselves in certain environments and how we feel about them. Their influence is far-reaching: aesthetic atmospheres are closely linked to a contemporary experience-oriented historical culture whose products and practices claim to establish an immediate contact with the past. With ›Vergangenheitsatmosphären‹ Felix Zimmermann offers for the first time a term to adequately describe this striving for immediacy. By means of in-depth analyses of the digital games »Anno 1800« (2019), »Assassin's Creed Syndicate« (2015), and »Dishonored: The Mask of Wrath« (2012), the term is contoured and the productivity of atmospheric research trained on theories and methods of public history, game studies, and phenomenology is demonstrated.<br/><br/>Listed by <a href="https://unglue.it/work/567052/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/db/08/db08d1a9349f9124a7ceaefd8f91d0fe.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Büchner-Verlag</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2023</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/408114/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.642728.860247</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>860247</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Zwischen Spiel und Story</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Moritz Hillmayer</PersonName><PersonNameInverted>Hillmayer, Moritz</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>ger</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>agency</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Allgemeine Literaturwissenschaft</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Analyse</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Analysis</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer Game</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer games</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computerspiel</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computerspiele</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital media</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digitale Medien</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Erzählung</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>German literature</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Germanistik</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Handlung</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Interprétation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>literary studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Literatur</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Literature</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Literaturwissenschaft</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Medien</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Mimesis</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Narrative</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Popkultur</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Popular culture</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::D Biography, Literature and Literary studies::DS Literature: history and criticism::DSB Literary studies: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies::JBCT1 Media studies: internet, digital media and society</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Video Game</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Videospiel</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Die Frage nach dem Zusammenhang von Erzählung und agency der Spielenden im modernen Computerspiel gehört zu den Gründungsherausforderungen der Game Studies, an dem selbst hybride Ansätze oft scheitern. Moritz Hillmayer versucht nicht, die Trennung der beiden Pole Spiel und Story aufzuheben, sondern nutzt gerade ihre Unterschiedlichkeit als Basis für seine Analysen. Auf der Grundlage des seit der Antike diskutierten Konzepts der Mimesis stellt er eine Perspektive auf das Computerspiel vor, die sowohl die Unterschiedlichkeit der beiden Aspekte als auch ihr Zusammenwirken in den Fokus nimmt.<br/><br/>Listed by <a href="https://unglue.it/work/642728/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/fc/7d/fc7dc3b79456816dcb83f2debb4e291f.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>transcript Verlag</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2022</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/455132/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product></ONIXMessage>