著者:Mila Zhu, Mila Zhu
出版社: Peter Lang AG, Internationaler Verlag der Wissenschaften
発売日: 2026年01月17日
This book presents StrataPlay, an innovative post-qualitative methodology that blends academic inquiry with playful, narrative-driven gameplay. Grounded in posthumanism, post-qualitative research, a……続きを見る
From the visionary force behind EA’s most beloved video games, a must-read book on what the billion-dollar secrets of game design can teach us about building products better and making customers hap……続きを見る
The shifting identity of the Atari 8-bit family, and how a single platform can provoke a universal debate about the purpose of computing.
Throughout the late 1970s and early 1980s, Atari became syno……続きを見る
Nowadays, entertainment is an algorithm rather than only an art. Artificial intelligence is subtly transforming the creative industry through everything from immersive video games to viral social me……続きを見る
Two years. 10,950 hours. 15 hours a day. Badges for top 0.2% in the world. And in the end, I got absolutely nothing.
This is my brutal story about League of Legends – the game that looked like fun b……続きを見る
Your Inventory is Worth More Than Your Car. Start Treating It Like a Portfolio.
"Stop wasting your time playing video games."
You've heard it from parents, teachers, and partners. They see a screen.……続きを見る
This volume explores the intersection of virtue theory and video games. By bringing together emerging and established scholars analyzing video game ethics from a virtue-theoretical perspective, this……続きを見る
In the brutal console wars of the early 1980s, the ColecoVision brought something no one else did: unmatched arcade fidelity. Its pack-in cartridge of Donkey Kong was so real, you could smell the bu……続きを見る
Ende der 80er Jahre war Nintendo der unangefochtene König der Videospiele. Um die Qualität und vor allem die Gewinne zu kontrollieren, bauten sie einen speziellen "Lockout-Chip" (10NES) in ihre Kons……続きを見る
Jeder Gamer kennt den Schmerz: Man führt das Rennen drei Runden lang souverän an, nur um fünf Meter vor der Ziellinie von einem blauen Panzer getroffen und auf den letzten Platz durchgereicht zu wer……続きを見る
In 2004, Grand Theft Auto: San Andreas was the biggest entertainment product on Earth. But buried deep within its code was a deactivated minigame involving a cup of coffee and an invitation inside a……続きを見る
In July 2016, the world changed. Millions of people poured out of their homes, wandering streets, parks, and landmarks with their eyes glued to their phones. Strangers talked to strangers. Police of……続きを見る
In 1995, Nintendo could do no wrong. They dominated the market with the Game Boy and SNES. Then, they released the Virtual Boy. It was a bulky, tripod-mounted headset that displayed games in only tw……続きを見る
In December 1993, the US Senate put Mario and Sonic on trial. Led by Senator Joe Lieberman, politicians launched a moral crusade against the video game industry, citing two games as evidence of the ……続きを見る
Im Jahr 2001 veröffentlichte ein kleines Team aus Bochum ein Rollenspiel, das eigentlich gar nicht hätte funktionieren dürfen. Die Steuerung von "Gothic" war eine Katastrophe, die Grafik veraltet un……続きを見る
The official art book for one of the most acclaimed tactical role-playing games of all time, presenting hundreds of illustrations in a hardcover, collector’s quality volume.
Memories of Ivalice come……続きを見る
Games That Haunt Us: Gothic Game Space as a Living Nightmare is an examination of how the Gothic appears in game space to interrogate an area of substantial importance to contemporary games, with a ……続きを見る
Im Jahr 2007 veröffentlichte das Frankfurter Studio Crytek einen Shooter, der nicht für die Gegenwart gemacht war. "Crysis" sah so gut aus, dass kein Computer der Welt es flüssig darstellen konnte. ……続きを見る
Im Jahr 2001 veröffentlichte ein kleines Team aus dem Ruhrgebiet ein Rollenspiel, das eigentlich nicht funktionieren durfte. "Gothic" war sperrig, voller Bugs und die Steuerung war eine Katastrophe.……続きを見る
John Romero was a god of gaming. He co-created Doom and Quake. So when he founded Ion Storm and announced "Daikatana," the world listened. The marketing slogan was infamous: "John Romero's about to ……続きを見る
Als Will Wrights Haus 1991 im "Oakland Firestorm" niederbrannte, stand er vor dem Nichts. Doch beim Wiederaufbau seines Lebens und der Auswahl neuer Möbel entwickelte er eine Obsession für die Archi……続きを見る
Es war nicht geplant. Als die Entwickler von Capcom an "Street Fighter II" arbeiteten, bemerkten sie einen Bug: Wenn man eine Attacke im richtigen Moment abbrach, konnte man sofort eine zweite folge……続きを見る
Videospiele in der DDR? Offiziell galten sie als westlicher Unfug, der die Jugend verdirbt. Doch hinter den Kulissen bauten Ingenieure bei Robotron Computer, die mehr konnten als Buchhaltung. Enthus……続きを見る
Why do we feel a genuine pang of guilt when we make an 'evil' choice in a video game, even though we know it is just code and pixels? 'How Games Hack Our Morals' dives deep into the psychological ar……続きを見る
In 1997, Richard Garriott (aka Lord British) was the god of his own digital world, Ultima Online. His character was supposed to be immortal. But during a server stress test, a player named Rainz cas……続きを見る
"When it's done." That was the release date for Duke Nukem Forever. Announced in 1997, it wasn't released until 2011. For fifteen years, the game became a punchline, a myth, and a tragedy. It burned……続きを見る
Bevor es Grafikkarten gab, die fotorealistische Welten zauberten, gab es eine Gruppe von digitalen Künstlern, die das Unmögliche möglich machten. In den 80er und 90er Jahren entstand in Deutschland ……続きを見る
It lasted less than ten seconds, but it changed gaming forever. Evo 2004. Daigo Umehara vs. Justin Wong. One pixel of health left. A super move unleashed. And then, the impossible happened. "The Mom……続きを見る
In 2014, a "Playable Teaser" (P.T.) appeared on the PlayStation Store. It was a terrifying loop of a haunted hallway, filled with cryptic puzzles and a ghost named Lisa. Players eventually discovere……続きを見る
In 1984, two men crammed eight galaxies into 22 kilobytes of memory. The game was Elite, and it proved that you didn't need to draw every star by handーyou just needed the right math. "The Infinite ……続きを見る