Representing Conflicts in Games
portes grátis
Representing Conflicts in Games
Antagonism, Rivalry, and Competition
Sjoeblom, Bjoern; Frank, Anders; Linderoth, Jonas
Taylor & Francis Ltd
12/2022
244
Dura
Inglês
9781032278278
15 a 20 dias
635
Descrição não disponível.
List of Contributors; Acknowledgements; The Inevitable Relation Between Games and Conflict: An Introduction; Part I: Game Systems, Transformation, and Learning; 1. Red in Bits and Bytes: Evolutionary Conflicts in Biological God Games; 2. On Bikers at War: Transformations of Non-Fictional and Fictional Conflicts from Hamlet to Sons of Anarchy: Men of Mayhem; 3. From Zero-Sum Business Games to Coopetitive Simulation; 4. The Limits of 'Serious' Play: Frame Disputes Around Educational Games; Part II: Representing War and Armed Conflicts; 5. On Wargames and War: Modelling Carl von Clausewitz's Theory of War; 6. Wargames as Reenactment: An Ecological Framework for the Development of Military Games for Education; 7. The Grasping Eye: Wargames and the Ideal-Typical Field Commander's Inner Vision; Part III: Critical Perspectives on Conflicts in Games; 8. War Never Changes? Creating an American Victimology in Fallout 4; 9. Are the Bullets Going Over our Head? Designed Ambivalence in the Representation of Armed Conflict in Games; 10. Where are the White Perpetrators in all the Colonial Board Games? A Case Study on Afrikan Taehti; Part IV: Alternative Ways of Representing Conflicts in Games; 11. Narrative and Mechanical Integration: Playing with Interpersonal Conflicts in Life is Strange; 12. The Most Intimate Conflict of all: Marriage as Conflict in Digital Games; 13. All Smoke, No Fire: The Post-Mortem of Conflicts in the 'Walking Simulator' Genre; Index
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War;conflict;peace;videogames;video games;digital games;wargaming;war games;competition;rivalry;Grand Theft Auto;Military Entertainment Complex;Game Developers;Board Game;Tabletop Wargaming;Game Board;Game Mechanics;Playbacks;Tabletop;USA;Follow;Lighthouse;Intrapersonal Conflict;Gameplay Mechanics;Recreational Games;Player Character;Ecological Psychology;Walking Simulators;Player Agency;Cellular Automata;Clausewitz's Theory;Darius III;Designed Ambivalence;Marital Conflict
List of Contributors; Acknowledgements; The Inevitable Relation Between Games and Conflict: An Introduction; Part I: Game Systems, Transformation, and Learning; 1. Red in Bits and Bytes: Evolutionary Conflicts in Biological God Games; 2. On Bikers at War: Transformations of Non-Fictional and Fictional Conflicts from Hamlet to Sons of Anarchy: Men of Mayhem; 3. From Zero-Sum Business Games to Coopetitive Simulation; 4. The Limits of 'Serious' Play: Frame Disputes Around Educational Games; Part II: Representing War and Armed Conflicts; 5. On Wargames and War: Modelling Carl von Clausewitz's Theory of War; 6. Wargames as Reenactment: An Ecological Framework for the Development of Military Games for Education; 7. The Grasping Eye: Wargames and the Ideal-Typical Field Commander's Inner Vision; Part III: Critical Perspectives on Conflicts in Games; 8. War Never Changes? Creating an American Victimology in Fallout 4; 9. Are the Bullets Going Over our Head? Designed Ambivalence in the Representation of Armed Conflict in Games; 10. Where are the White Perpetrators in all the Colonial Board Games? A Case Study on Afrikan Taehti; Part IV: Alternative Ways of Representing Conflicts in Games; 11. Narrative and Mechanical Integration: Playing with Interpersonal Conflicts in Life is Strange; 12. The Most Intimate Conflict of all: Marriage as Conflict in Digital Games; 13. All Smoke, No Fire: The Post-Mortem of Conflicts in the 'Walking Simulator' Genre; Index
Este título pertence ao(s) assunto(s) indicados(s). Para ver outros títulos clique no assunto desejado.
War;conflict;peace;videogames;video games;digital games;wargaming;war games;competition;rivalry;Grand Theft Auto;Military Entertainment Complex;Game Developers;Board Game;Tabletop Wargaming;Game Board;Game Mechanics;Playbacks;Tabletop;USA;Follow;Lighthouse;Intrapersonal Conflict;Gameplay Mechanics;Recreational Games;Player Character;Ecological Psychology;Walking Simulators;Player Agency;Cellular Automata;Clausewitz's Theory;Darius III;Designed Ambivalence;Marital Conflict