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Showing 1-20 of 1,064 results
  1. A History of Disability and Voice-Enabled Gaming from the 1970s to Intelligent Personal Assistants

    This chapter addresses a blind spot of gaming history and game and disability studies: voice games or voice-enabled gaming as a means of access to...
    Markus Spöhrer in Disability and Video Games
    Chapter 2024
  2. AI and Gaming Culture

    Video games created with advanced algorithms that generate game content now define the allure and constitution of gaming culture. AI systems even...
    Marcel Danesi in AI-Generated Popular Culture
    Chapter 2024
  3. Intersections Between Gaming and Dis/Abilities (Roundtable)

    This Roundtable discussion deals with the frequent academic contextualization of accessible gaming in the realm of serious gaming, meaning that video...
    Tom Bieling, Diane Carr, ... Markus Spöhrer in Disability and Video Games
    Chapter 2024
  4. Zhejiang Yueju and the Gaming Industry

    This chapter investigates xiqu digitalisation and gamification and issues around intellectual property (IP); it questions how xiqu as a live...
    Chapter 2024
  5. From Abstract Locative Gaming to Locative Hypernarrativity: The Case of Niantic

    This chapter analyzes locative games produced by Niantic, Inc., a Google-owned corporation. With Ingress (2012–) (updated into Ingress Prime in...
    Vasileios N. Delioglanis in Narrating Locative Media
    Chapter 2023
  6. Playing with the Eyes. A Media History of Eye Tracking

    This chapter focusses on eye-controlled digital gaming (recording and analysis of eye movement) as Augmentative and Alternative Communication (AAC)...
    Philipp Macele, Jan Mueggenburg in Disability and Video Games
    Chapter 2024
  7. Gaming and Vampires

    The chapter examines the proliferation of diverse vampire video game texts in relation to the hybrid and intertextual qualities that vampires possess...
    Reference work entry 2024
  8. Gaming and Vampires

    The chapter examines the proliferation of diverse vampire video game texts in relation to the hybrid and intertextual qualities that vampires possess...
    Living reference work entry 2023
  9. Development History and Status-Quo of Global E-sports

    In this chapter, we will be familiar with the development history of the global E-sports industry based on specific application cases, understanding...
    Peng Duan, **aohui Wang, ... Bin Ji in Electronic Sports Industry in China
    Chapter 2023
  10. Westeros Versus the West: A Ludic Bridge for Teaching History

    The aim of this chapter is to analyse the educational potential of the Game of Thrones universe by focusing on the concept of transmedia reality, the...
    Chapter 2023
  11. Development History and Status-Quo of China’s E-sports Industry

    In this chapter, we will learn the development history of the China’s E-sports industry based on the industry composition, development stage,...
    Peng Duan, **aohui Wang, ... Bin Ji in Electronic Sports Industry in China
    Chapter 2023
  12. Coda: Ethics in Gaming, Here and Now

    This Coda offers a brief consideration of some of the ethical implications of working with chronotopes, and it explicitly addresses how the...
    Chapter 2021
  13. Dis-/Ability, Accessibility and Video Games: Chapters in the Context of a Research Overview

    In this introductory chapter, Markus Spöhrer and Beate Ochsner give an overview of the research areas, topics, and blind spots within various...
    Beate Ochsner, Markus Spöhrer in Disability and Video Games
    Chapter 2024
  14. Providing Access

    The chapter departs from an evaluation of the status quo of inclusive gaming: Despite the achievements and efforts in accessible game design and...
    Beate Ochsner in Disability and Video Games
    Chapter 2024
  15. 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
  16. Authorship Discourse and Lovecraftian Video Games

    Adaptation, multiplicities, and paratextual connections are integral to video gaming. No game stands alone; yet, some games have tighter intertextual...
    Serenay Günal, Colleen Kennedy-Karpat in The Medial Afterlives of H.P. Lovecraft
    Chapter 2023
  17. The Chronotope of the Abject in The Binding of Isaac: Gaming Under Sovereign Power

    This chapter picks up the topic of social relation begun in the previous chapter and extends it by analyzing the inner workings of the chronotope of...
    Chapter 2021
  18. Invasive Gaming, Bio-Sensing and Digital Labour in Playtest

    In the third season of television anthology Black Mirror, the second episode PlaytestPlaytest (2016) charts a likely next step in, and...
    Gareth Schott, Nick Munn in The Moral Uncanny in Black Mirror
    Chapter 2021
  19. Introduction: Game History and the Local

    Locality has largely been left out of game history. That many histories have been written by journalists and ‘insiders’, largely accepting the game...
    Melanie Swalwell in Game History and the Local
    Chapter Open access 2021
  20. Interview with Mark Barlet (AbleGamers)

    In this interview, Mark Barlet digs deep into the past of accessible gaming equipment and discusses the potentials, conditions, pitfalls, issues, and...
    Mark Barlet, Beate Ochsner, Markus Spöhrer in Disability and Video Games
    Chapter 2024
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