105,95 €*
Versandkostenfrei per Post / DHL
Lieferzeit 2-4 Werktage
Comprehensively measures the carbon footprint of digital games industry through game development, distribution, and play
Intervenes in debates around games powers of persuasion and their ability to catalyse climate consciousness in players
Provides practical actions that the digital games industry can take to reduce its climate impact and carbon emissions
Chapter 1. Why Games and Climate Change?.- Chapter 2. How can games save the world?.- Chapter 3. What is an ecological game?.- Chapter 4. How much energy does it take to make a videogame.- Chapter 5. The carbon footprint of games distribution.- Chapter 6. The carbon footprint of playing games.- Chapter 7. The Periodic Table of Torture.- Chapter 8. Where to from here?.
Erscheinungsjahr: | 2023 |
---|---|
Fachbereich: | Allgemeines |
Genre: | Medienwissenschaften, Recht, Sozialwissenschaften, Wirtschaft |
Rubrik: | Wissenschaften |
Medium: | Taschenbuch |
Inhalt: |
xv
254 S. 4 s/w Illustr. 254 p. 4 illus. |
ISBN-13: | 9783030917074 |
ISBN-10: | 303091707X |
Sprache: | Englisch |
Einband: | Kartoniert / Broschiert |
Autor: | Abraham, Benjamin J. |
Auflage: | 1st edition 2022 |
Hersteller: |
Springer Nature Switzerland
Springer International Publishing |
Verantwortliche Person für die EU: | Springer Verlag GmbH, Tiergartenstr. 17, D-69121 Heidelberg, juergen.hartmann@springer.com |
Maße: | 210 x 148 x 15 mm |
Von/Mit: | Benjamin J. Abraham |
Erscheinungsdatum: | 09.03.2023 |
Gewicht: | 0,356 kg |
Comprehensively measures the carbon footprint of digital games industry through game development, distribution, and play
Intervenes in debates around games powers of persuasion and their ability to catalyse climate consciousness in players
Provides practical actions that the digital games industry can take to reduce its climate impact and carbon emissions
Chapter 1. Why Games and Climate Change?.- Chapter 2. How can games save the world?.- Chapter 3. What is an ecological game?.- Chapter 4. How much energy does it take to make a videogame.- Chapter 5. The carbon footprint of games distribution.- Chapter 6. The carbon footprint of playing games.- Chapter 7. The Periodic Table of Torture.- Chapter 8. Where to from here?.
Erscheinungsjahr: | 2023 |
---|---|
Fachbereich: | Allgemeines |
Genre: | Medienwissenschaften, Recht, Sozialwissenschaften, Wirtschaft |
Rubrik: | Wissenschaften |
Medium: | Taschenbuch |
Inhalt: |
xv
254 S. 4 s/w Illustr. 254 p. 4 illus. |
ISBN-13: | 9783030917074 |
ISBN-10: | 303091707X |
Sprache: | Englisch |
Einband: | Kartoniert / Broschiert |
Autor: | Abraham, Benjamin J. |
Auflage: | 1st edition 2022 |
Hersteller: |
Springer Nature Switzerland
Springer International Publishing |
Verantwortliche Person für die EU: | Springer Verlag GmbH, Tiergartenstr. 17, D-69121 Heidelberg, juergen.hartmann@springer.com |
Maße: | 210 x 148 x 15 mm |
Von/Mit: | Benjamin J. Abraham |
Erscheinungsdatum: | 09.03.2023 |
Gewicht: | 0,356 kg |