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Medienreflexion im Musikvideo: Das Fernsehen als Gegenstand intermedialer Beobachtung
Bildwerte: Visualität in der digitalen Medienkultur
New Game Plus: Perspektiven der Game Studies. Genres - Künste - Diskurse
Ebook series16 titles

Bild und Bit. Studien zur digitalen Medienkultur Series

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About this series

As the dominant narrative forms in the age of media convergence, films and games call for a transmedial perspective in narratology. Games allow a participatory reception of the story, bringing the transgression of the ontological boundary between the narrated world and the world of the recipient into focus. These diverse transgressions - medial and ontological - are the subject of this transdisciplinary compendium, which covers the subject in an interdisciplinary way from various perspectives: game studies and media studies, but also sociology and psychology, to take into account the great influence of storytelling on social discourses and human behavior.
LanguageEnglish
Release dateJun 30, 2014
Medienreflexion im Musikvideo: Das Fernsehen als Gegenstand intermedialer Beobachtung
Bildwerte: Visualität in der digitalen Medienkultur
New Game Plus: Perspektiven der Game Studies. Genres - Künste - Diskurse

Titles in the series (16)

  • New Game Plus: Perspektiven der Game Studies. Genres - Künste - Diskurse

    3

    New Game Plus: Perspektiven der Game Studies. Genres - Künste - Diskurse
    New Game Plus: Perspektiven der Game Studies. Genres - Künste - Diskurse

    Der Band »New Game Plus« präsentiert eine vielfältige Auswahl aktueller Methoden und Ansätze der Computerspielforschung. Die Beiträge fragen: Welche Themen beherrschen die Game Studies, nachdem viele ehemals zentrale Debatten allenfalls noch historischen Wert besitzen? Welche (inter-)disziplinären Kooperationen haben sich als fruchtbar erwiesen, welche sind gescheitert? Wie verhalten sich Game Studies und Game Design bzw. Game-Design-Theorie zueinander? Und nicht zuletzt: Wie hat der (massen-)kulturelle Durchbruch digitaler Spiele andere Disziplinen beeinflusst, etwa Literatur-, Kunst-, Theater- und Filmwissenschaft? Mit Beiträgen von u.a. Ian Bogost, Thomas Hensel, Jesse Schell, Stephan Schwingeler und Eric Zimmerman.

  • Medienreflexion im Musikvideo: Das Fernsehen als Gegenstand intermedialer Beobachtung

    4

    Medienreflexion im Musikvideo: Das Fernsehen als Gegenstand intermedialer Beobachtung
    Medienreflexion im Musikvideo: Das Fernsehen als Gegenstand intermedialer Beobachtung

    Seit seiner Entstehung setzt sich das Musikvideo mit den Charakteristika anderer Medien auseinander. Aufbauend auf dem Konzept der Medienreflexion untersucht Simon Rehbach die Darstellung des Fernsehens in der Bilderwelt kommerzieller Clips. Er differenziert zum einen verschiedene Strategien der Inszenierung der Television und analysiert zum anderen die Perspektiven, unter denen intermediale Bezugnahmen erfolgen. Die Studie zeigt, dass Inhalte, ästhetische Merkmale und Nutzungs- sowie Wirkungsweisen des Fernsehens auch nach dem Ende der Goldenen Ära von MTV einen zentralen Gegenstand der Reflexion des Musikvideos bilden, während sich die Darstellung des Distributionsmediums mit der zunehmenden Verbreitung von Clips im Internet wandelt.

  • Bildwerte: Visualität in der digitalen Medienkultur

    1

    Bildwerte: Visualität in der digitalen Medienkultur
    Bildwerte: Visualität in der digitalen Medienkultur

    Mit dem Übergang von der industriellen zur digitalen Kultur kommen neue Bildmedien auf - aber sie entstehen nicht aus dem Nichts. Sie bilden sich allmählich heraus, in einem komplexen Wechselspiel von technologischen und sozialen, ästhetischen und epistemologischen Faktoren. Die Beiträge des Bandes widmen sich diesem Wandel der Bildformen, der im Zuge der Digitalisierung eingeleitet wurde, und reflektieren ihn aus verschiedenen medienhistorischen und medientheoretischen Perspektiven.

  • Serious Games, Exergames, Exerlearning: Zur Transmedialisierung und Gamification des Wissenstransfers

    2

    Serious Games, Exergames, Exerlearning: Zur Transmedialisierung und Gamification des Wissenstransfers
    Serious Games, Exergames, Exerlearning: Zur Transmedialisierung und Gamification des Wissenstransfers

    Die enge Verbindung von Spielen und Lernen geht evolutionsgeschichtlich der Ausbildung menschlichen Lebens voraus. Mit der Digitalisierung erreicht sie nun ganz neue Qualitäten: Computerspiele treten in Konkurrenz zu den älteren narrativ-audiovisuellen Medien wie Theater, Film und Fernsehen; Touch- und Gestensteuerung leiten zudem eine Verkörperlichung interaktiver Spiel- und damit Lernerfahrungen ein. Der Band verfolgt die Frage, wie und warum wir mit digitalen Medien und insbesondere mit Serious Games und Exergames lernen. Zu den internationalen Beiträgern aus Theorie und Praxis gehören u.a. Ian Bogost, Linda Breitlauch, Chris Crawford, Simon Egenfeldt-Nielsen, Henry Jenkins, Jörg Müller-Lietzkow, Rolf F. Nohr und Isabel Zorn.

  • Clash of Realities 2015/16: On the Art, Technology and Theory of Digital Games. Proceedings of the 6th and 7th Conference

    5

    Clash of Realities 2015/16: On the Art, Technology and Theory of Digital Games. Proceedings of the 6th and 7th Conference
    Clash of Realities 2015/16: On the Art, Technology and Theory of Digital Games. Proceedings of the 6th and 7th Conference

    Digital games as transmedia works of art - Games as social environments - The aesthetics of play - Digital games in pedagogy - Cineludic aesthetics - Ethics in games - these were some of the important and fascinating topics addressed during the international research conference "Clash of Realities" in 2015 and 2016 by more than a hundred international speakers, academics as well as artists. This volume represents the best contributions - by, inter alia, Janet H. Murray, David OReilly, Eric Zimmerman, Thomas Elsaesser, Lorenz Engell, Susana Tosca, Miguel Sicart, Frans Mäyrä, and Mark J.P. Wolf.

  • Games studieren - was, wie, wo?: Staatliche Studienangebote im Bereich digitaler Spiele

    6

    Games studieren - was, wie, wo?: Staatliche Studienangebote im Bereich digitaler Spiele
    Games studieren - was, wie, wo?: Staatliche Studienangebote im Bereich digitaler Spiele

    Games sind die einflussreichste audiovisuelle Ausdrucks- und Erzählform digitaler Kultur. Die aktuell entstehenden staatlichen Bildungsangebote gewinnen daher künstlerisch und kulturell, aber auch wissenschaftlich und ökonomisch eine Bedeutung, wie sie beispielsweise im 20. Jahrhundert Filmstudiengängen zukam. Dieser Band gibt erstmals einen vergleichenden Überblick und führt zugleich in die verschiedenen Fachgebiete der hochschulischen Lehre und Forschung auf dem Gebiet digitaler Spiele ein: Game Studies, Game Design, Game Arts, Game Informatics and Technology, Game Economics and Producing.

  • Playing Dystopia: Nightmarish Worlds in Video Games and the Player's Aesthetic Response

    8

    Playing Dystopia: Nightmarish Worlds in Video Games and the Player's Aesthetic Response
    Playing Dystopia: Nightmarish Worlds in Video Games and the Player's Aesthetic Response

    Video games permeate our everyday existence. They immerse players in fascinating gameworlds and exciting experiences, often inviting them in various ways to reflect on the enacted events. Gerald Farca explores the genre of dystopian video games and the player's aesthetic response to their nightmarish gameworlds. Players, he argues, will gradually come to see similarities between the virtual dystopia and their own ›offline‹ environment, thus learning to stay wary of social and political developments. In his analysis, Farca draws from a variety of research fields, such as literary theory and game studies, combining them into a coherent theory of aesthetic response to dystopian games.

  • Hollywood im Zeitalter des Post Cinema: Eine kritische Bestandsaufnahme

    7

    Hollywood im Zeitalter des Post Cinema: Eine kritische Bestandsaufnahme
    Hollywood im Zeitalter des Post Cinema: Eine kritische Bestandsaufnahme

    Wenn von Hollywood die Rede ist, meint man mehr als nur einen abendfüllenden Spielfilm. Hollywood verkörpert eine bestimmte kulturelle Rolle des Kinos und kommt damit nicht nur als und im Film vor: Es kann auch durch seine Filme exemplarisch vorführen, was Kino sein kann. Doch was ist an Hollywood als einer zentralen Gestalt des Erzählkinos in Zeiten des post cinema immer noch interessant? Wie kann man über Hollywood nachdenken, ohne die Dichotomie zwischen europäischer Avantgarde und US-amerikanischer Unterhaltung zu reproduzieren? Und wie reagiert Hollywood auf die zunehmenden Serialisierungs- und Remedialisierungstechniken des Filmischen? Die Beiträge des Bandes geben Antworten.

  • Playing Utopia: Futures in Digital Games

    10

    Playing Utopia: Futures in Digital Games
    Playing Utopia: Futures in Digital Games

    Media narratives inform our ideas of the future - and Games are currently making a significant contribution to this medial reservoir. On the one hand, Games demonstrate a particular propensity for fantastic and futuristic scenarios. On the other hand, they often serve as an experimental field for the latest media technologies. However, while dystopias are part of the standard gaming repertoire, Games feature utopias much less frequently. Why? This anthology examines playful utopias from two perspectives. It investigates utopias in digital Games as well as utopias of the digital game; that is, the role of ludic elements in scenarios of the future.

  • Time and Space in Video Games: A Cognitive-Formalist Approach

    9

    Time and Space in Video Games: A Cognitive-Formalist Approach
    Time and Space in Video Games: A Cognitive-Formalist Approach

    Video games are temporal artifacts: They change with time as players interact with them in accordance with rules. In this study, Federico Alvarez Igarzábal investigates the formal aspects of video games that determine how these changes are produced and sequenced. Theories of time perception drawn from the cognitive sciences lay the groundwork for an in-depth analysis of these features, making for a comprehensive account of time in this novel medium. This book-length study dedicated to time perception and video games is an indispensable resource for game scholars and game developers alike. Its reader-friendly style makes it readily accessible to the interested layperson.

  • History in Games: Contingencies of an Authentic Past

    12

    History in Games: Contingencies of an Authentic Past
    History in Games: Contingencies of an Authentic Past

    Where do we end up when we enter the time machine that is the digital game? One axiomatic truth of historical research is that the past is the time-space that eludes human intervention. Every account made of the past is therefore only an approximation. But how is it that strolling through ancient Alexandria can feel so real in the virtual world? Claims of authenticity are prominent in discussions surrounding the digital games of our time. What is historical authenticity and does it even matter? When does authenticity or the lack thereof become political? By answering these questions, the book illuminates the ubiquitous category of authenticity from the perspective of historical game studies.

  • Mental Health | Atmospheres | Video Games: New Directions in Game Research II

    15

    Mental Health | Atmospheres | Video Games: New Directions in Game Research II
    Mental Health | Atmospheres | Video Games: New Directions in Game Research II

    Gaming has never been disconnected from reality. When we engage with ever more lavish virtual worlds, something happens to us. The game imposes itself on us and influences how we feel about it, the world, and ourselves. How do games accomplish this and to what end? The contributors explore the video game as an atmospheric medium of hitherto unimagined potential. Is the medium too powerful, too influential? A danger to our mental health or an ally through even the darkest of times? This volume compiles papers from the Young Academics Workshop at the Clash of Realities conferences of 2019 and 2020 to provide answers to these questions.

  • Violence | Perception | Video Games: New Directions in Game Research

    11

    Violence | Perception | Video Games: New Directions in Game Research
    Violence | Perception | Video Games: New Directions in Game Research

    This volume compiles papers from the Young Academics Workshop at the Clash of Realities conferences of 2017 and 2018. The 2017 workshop - Perceiving Video Games - explored the video game medium by focusing on perception and meaning-making processes. The 2018 workshop - Reframing the Violence and Video Games Debate - transcended misleading claims that link video games and violent behavior by offering a range of fresh topical perspectives. From BA students to postdoctoral researchers, the young academics of this anthology stem from a spectrum of backgrounds, including game studies, game design, and phenomenology. This volume also features an entry by renowned psychologist Christopher J. Ferguson.

  • Playful Materialities: The Stuff That Games Are Made Of

    14

    Playful Materialities: The Stuff That Games Are Made Of
    Playful Materialities: The Stuff That Games Are Made Of

    Game culture and material culture have always been closely linked. Analog forms of rule-based play (ludus) would hardly be conceivable without dice, cards, and game boards. In the act of free play (paidia), children as well as adults transform simple objects into multifaceted toys in an almost magical way. Even digital play is suffused with material culture: Games are not only mediated by technical interfaces, which we access via hardware and tangible peripherals. They are also subject to material hybridization, paratextual framing, and processes of de-, and re-materialization.

  • Paratextualizing Games: Investigations on the Paraphernalia and Peripheries of Play

    13

    Paratextualizing Games: Investigations on the Paraphernalia and Peripheries of Play
    Paratextualizing Games: Investigations on the Paraphernalia and Peripheries of Play

    Gaming no longer only takes place as a ›closed interactive experience‹ in front of TV screens, but also as broadcast on streaming platforms or as cultural events in exhibition centers and e-sport arenas. The popularization of new technologies, forms of expression, and online services has had a considerable influence on the academic and journalistic discourse about games. This anthology examines which paratexts gaming cultures have produced - i.e., in which forms and formats and through which channels we talk (and write) about games - as well as the way in which paratexts influence the development of games. How is knowledge about games generated and shaped today and how do boundaries between (popular) criticism, journalism, and scholarship have started to blur? In short: How does the paratext change the text?

  • Narratives Crossing Boundaries: Storytelling in a Transmedial and Transdisciplinary Context

    17

    Narratives Crossing Boundaries: Storytelling in a Transmedial and Transdisciplinary Context
    Narratives Crossing Boundaries: Storytelling in a Transmedial and Transdisciplinary Context

    As the dominant narrative forms in the age of media convergence, films and games call for a transmedial perspective in narratology. Games allow a participatory reception of the story, bringing the transgression of the ontological boundary between the narrated world and the world of the recipient into focus. These diverse transgressions - medial and ontological - are the subject of this transdisciplinary compendium, which covers the subject in an interdisciplinary way from various perspectives: game studies and media studies, but also sociology and psychology, to take into account the great influence of storytelling on social discourses and human behavior.

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