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3 kirjaa tekijältä Mathias Fuchs

Phantasmal Spaces

Phantasmal Spaces

Mathias Fuchs

Bloomsbury Academic USA
2019
sidottu
Recognizable, recurring spatial settings in video games serve not only as points of reference and signposts for orientation, but also as implicit sources of content. These spatial archetypes denote more than real-world objects or settings: they suggest and bring forward emotional states, historical context, atmospheric “attunement,” in the words of Massumi, and aesthetic programs that go beyond plain semiotic reference.In each chapter, Mathias Fuchs brings to the fore an archetype commonly found in old and new digital games: The Ruin, The Cave, The Cloud, The Portal, The Road, The Forest, and The Island are each analysed at length, through the perspectives of aesthetics, games technology, psychoanalysis, and intertextuality. Gridding these seven tropes together with these four analytical lenses provides the reader with a systematic framework to understand the various complex considerations at play in evocative game design.
Phantasmal Spaces

Phantasmal Spaces

Mathias Fuchs

Bloomsbury Academic USA
2020
nidottu
Recognizable, recurring spatial settings in video games serve not only as points of reference and signposts for orientation, but also as implicit sources of content. These spatial archetypes denote more than real-world objects or settings: they suggest and bring forward emotional states, historical context, atmospheric “attunement,” in the words of Massumi, and aesthetic programs that go beyond plain semiotic reference.In each chapter, Mathias Fuchs brings to the fore an archetype commonly found in old and new digital games: The Ruin, The Cave, The Cloud, The Portal, The Road, The Forest, and The Island are each analysed at length, through the perspectives of aesthetics, games technology, psychoanalysis, and intertextuality. Gridding these seven tropes together with these four analytical lenses provides the reader with a systematic framework to understand the various complex considerations at play in evocative game design.
Migration, Alter, Identität

Migration, Alter, Identität

Mathias Fuchs

Springer vs
2014
nidottu
Wie beschreiben ältere Menschen mit Migrationserfahrung ihre Persönlichkeit? Mathias Fuchs stellt individuelle Stimmen vor, um exemplarisch die Vielfalt an Persönlichkeitsentwürfen unter Seniorinnen und Senioren aufzuzeigen, die im Laufe ihres Lebens nach Deutschland eingewandert sind. In drei Fallanalysen lässt er Menschen über sich selbst erzählen, ohne sie dabei von vornherein auf die Themen Alter und Migration zu reduzieren. Vielmehr wird den Interviewten es selbst überlassen, die Erzählkontexte zur Beschreibung ihrer Persönlichkeit zu wählen. Auf diese Weise entsteht ein differenziertes Bild dieser Personengruppe, die keineswegs homogen ist und in der eine breite Palette personaler Identitäten zu finden ist.