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Showing 1-20 of 3,571 results
  1. Redaktion – kannste nicht lernen! Oder doch?

    Am Anfang einer Berufslaufbahn steht zumeist eine Ausbildung. Eine Ausnahme dieser Regel stellt jedoch der Eintritt in eine Spieleredaktion dar. Eine...
    Christian Hildenbrand in Handbuch Brettspiele
    Living reference work entry 2024
  2. Spiele sammeln: Spinnerei oder kultursichernde Leistung?

    Analoge Spiele sind ein verbreitetes Sammelgebiet. Doch wenn der Sammler – aus welchen Gründen auch immer – seine Tätigkeit beendet, wird der mit...
    Tom Werneck in Handbuch Brettspiele
    Living reference work entry 2024
  3. Brettspielfoschung made in Germany – aktueller Stand und Perspektiven

    In Deutschland hat sich nach dem 2. Weltkrieg eine einzigartige Brettspielkultur entwickelt. Grundlegend dafür sind verschiedene Faktoren, darunter...
    Lukas Boch, Anna Klara Falke in Handbuch Brettspiele
    Living reference work entry 2024
  4. Politics of the Rhythm: Unpacking Winky D’s Eureka Eureka Album

    This chapter aims to critically investigate and explore the contradictions and the contestations that play out within the public and political...
    Blessing Denhere in The Zimdancehall Revolution
    Chapter 2024
  5. Zimdancehall vs. The State: An Interrogation of the Genre as a Response to Socio-Political Crises in Zimbabwe

    Since its emergence as a discernible genre in the late 2000s, Zimdancehall has established itself as an incomparable avenue of socio-political...
    Shingi Mavima in The Zimdancehall Revolution
    Chapter 2024
  6. Towards Success or Precarity? The Tenuous Future of Zimdancehall as a Cultural Movement

    In this brief conclusion chapter, I offer a music critic and writer’s sentiments concerning the future prospects of Zimdancehall as both a movement...
    Takudzwa Hillary Chiwanza in The Zimdancehall Revolution
    Chapter 2024
  7. The Futurist Imaginaries of the Zimbabwean Conditions in Winky D’s Njema

    The chapter analyses Winky D’s 2019 album, Njema, drawing on the Afrofuturist and science-fiction nuances reflected in the album cover and selected...
    Irikidzayi Manase in The Zimdancehall Revolution
    Chapter 2024
  8. Effects of Use of Social Media in the Middle East and North Africa Region Youth

    This chapter reviews the physiological and social effects of social media use among youth in the Middle East and North Africa. It summarizes the...
    Chapter 2024
  9. How Young People Detect and Analyze Disinformation Campaigns in Mexico: The Case of Campeche, Southeast Mexico

    This chapter examines how young people in the southeast region of Mexico use the Internet and social networks and how they detect and critically...
    Chapter 2024
  10. Introduction: Locating Zimdancehall in the Trajectory of Music in Zimbabwe

    In this introductory chapter, we attempt to situate the Zimdancehall genre within the trajectory of music in Zimbabwe. We argue that Zimbabwean music...
    Tanaka Chidora, Doreen Rumbidzai Tivenga, Ezra Chitando in The Zimdancehall Revolution
    Chapter 2024
  11. Ibotso MuDzimba Dzemabwe: Winky D and the Quest for Human Flourishing in Zimbabwe

    This chapter locates Winky D’s two songs, namely, “Ibotso” and “Dzimba Dzemabwe” from his 2023 album, Eureka Eureka, in the discourse on Zimbabwe’s...
    Ezra Chitando in The Zimdancehall Revolution
    Chapter 2024
  12. Introduction

    This chapter serves to introduce The Chinese Video Game Industry, a book intended to help outline and analyze the largest video game economy in the...
    Feng Chen, Ken S. McAllister, Judd Ethan Ruggill in The Chinese Video Game Industry
    Chapter 2024
  13. From Game Addiction to Game Culture: The Panorama of Chinese Video Game Research

    This chapter traces the historical development of Chinese video game studies from the 1980s to mid-2010s. From 1982 to 1994, Chinese society tended...
    Chapter 2024
  14. Internationalization and Post-Orientalism: The Evolution of the Guochao of Contemporary Chinese Video Games

    The development of Chinese video games since the 1980s has been a turbulent and continuous guochao, or “national chic.” Chinese players’ demands for...
    Chapter 2024
  15. Competition, Emotion, and Socialization: A Study on the In-Game Purchase Mechanism and Player Motivation in Onmyoji

    In-game purchase has become the main monetization model for mobile games in China. Using Onmyoji (NetEase, 2017) as a case study, and a mixed-method...
    Shule Cao, **nyi Xu in The Chinese Video Game Industry
    Chapter 2024
  16. The History of the Twentieth-Century Chinese Game Industry: The Practice of Domestic Games as Evidence

    This chapter looks to the Chinese game industry of the twentieth century to illuminate the industry of today. The chapter proceeds in five sections....
    Chapter 2024
  17. Japanese Game Company Strategies for Entering China: Comparative Case Studies from 1989 to 2019

    Since the end of the 1980s, numerous Japanese game companies have attempted to enter the Chinese market, now the world’s largest for online and...
    Akinori Nakamura in The Chinese Video Game Industry
    Chapter 2024
  18. Essay: Brettspielkreuzfahrt

    Brettspielkreuzfahrten sind eine besondere Fusion von Reise und Spiel, die in den letzten Jahren an Popularität gewonnen haben. Sie bieten eine...
    Florian Aengenendt in Handbuch Brettspiele
    Living reference work entry 2024
  19. Das Uhrwerk eines Brettspiels

    Der Beitrag beschäftigt sich mit den Mechanismen von Brettspielen und erläutert damit eine Analogie zum Verhältnis von Mechanik und Gestaltung in...
    Ralf zur Linde in Handbuch Brettspiele
    Living reference work entry 2024
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