How to do media and cultural studies

J Stokes - 2021 - torrossa.com
How do you start to conduct your own research? Where do you go to get ideas? How do you
design a good research project? How does it relate to the rest of your studies? What is the …

[图书][B] Death and digital media

M Arnold, M Gibbs, T Kohn, J Meese, B Nansen… - 2017 - taylorfrancis.com
Death and Digital Media provides a critical overview of how people mourn, commemorate
and interact with the dead through digital media. It maps the historical and shifting …

Performing as video game players in Let's Plays

J Nguyen - Transformative Works and Cultures, 2016 - journal.transformativeworks.org
This article examines the fan practice of Let's Plays—video recordings that video game
players create of themselves playing that include live commentary or riffing. I argue that the …

The future of 'video'in video-based qualitative research is not 'dumb'flat pixels! Exploring volumetric performance capture and immersive performative replay

P McIlvenny - Qualitative Research, 2020 - journals.sagepub.com
Qualitative research that focuses on social interaction and talk has been increasingly based,
for good reason, on collections of audiovisual recordings in which 2D flat-screen video and …

[图书][B] Kunstwerk Computerspiel-digitale Spiele als künstlerisches Material: Eine bildwissenschaftliche und medientheoretische Analyse

S Schwingeler - 2014 - degruyter.com
„Der Mensch spielt nur, wo er in voller Bedeutung des Wortes Mensch ist, und er ist nur da
ganz Mensch, wo er spielt “, schrieb Friedrich Schiller 1795 im 15. Brief der Briefe über die …

[图书][B] Fans and Videogames

M Swalwell, H Stuckey, A Ndalianis - 2017 - api.taylorfrancis.com
2 Melanie Swalwell, Helen Stuckey and Angela Ndalianis these texts examine game
fandom. likewise, the Fan Phenomena series (Intellect/University of Chicago Press) …

The body of the gamer: game art and gestural excess

TH Apperley - Digital Creativity, 2013 - Taylor & Francis
Where is the body of the gamer in game art? While game art explores the materiality of
digital games through examinations of the glitch, and in-game performances, it is less …

Modding as an open source approach to extending computer game systems

W Scacchi - IFIP International Conference on Open Source Systems, 2011 - Springer
This paper examines what is known so far about the role of open source software
development within the world of game mods and modding practices. Game modding has …

Creativity support for novice digital filmmaking

N Davis, A Zook, B O'Neill, B Headrick, M Riedl… - Proceedings of the …, 2013 - dl.acm.org
Machinima is a new form of creative digital filmmaking that leverages the real time graphics
rendering of computer game engines. Because of the low barrier to entry, machinima has …

[HTML][HTML] When seeing is playing: The history of the videogame camera

S Krichane - Game Studies, 2021 - gamestudies.org
The rise of the" camera" in the context of videogames is generally associated with the
widespread use of real-time 3D graphics during the 1990s. The" virtual camera" of …