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Beschreibung
This series provides a multidisciplinary framework for scholarly approaches to video games in the humanities. It focuses especially on the dialectics of methodology and object: how do different scholarly fields apply their theories and methods to video games, and how do video games in turn affect these theories and methods?
This series seeks to reconnect media-centric Game Studies to the disciplines it had to distance itself from in its foundation, such as literary studies or film studies, in an attempt to use their differences and contact zones in a mutually productive dialogue. It also seeks to present innovative approaches in other fields in the humanities that have yet to consider video games in a systematic way, and give a home to ground-breaking publications that push the boundaries of existing discourses and debates. In this endeavor, the series is committed to a decidedly global scope as it assembles perspectives from different cultural and academic contexts.
In short, this series wants to see what the humanities do with video games and what video games do to the humanities.
Proposals can be send to: [...]
Advisory Board:
Alenda Y. Chang, UC Santa Barbara
Christ Kempshall
Katherine J Lewis, University of Lincoln
Jeremiah McCall, Cincinnati, Ohio
Dietmar Meinel, University of Duisburg-Essen
Ana Miloevi, KU Leuven
Soraya Murray, UC Santa Cruz
Holly Nielsen, University of London
Michael Nitsche, Georgia Tech
Martin Picard, Leipzig University
Melanie Swalwell, Swinburne University
Emma Vossen, University of Waterloo
Mark J.P. Wolf, Concordia University
This series provides a multidisciplinary framework for scholarly approaches to video games in the humanities. It focuses especially on the dialectics of methodology and object: how do different scholarly fields apply their theories and methods to video games, and how do video games in turn affect these theories and methods?
This series seeks to reconnect media-centric Game Studies to the disciplines it had to distance itself from in its foundation, such as literary studies or film studies, in an attempt to use their differences and contact zones in a mutually productive dialogue. It also seeks to present innovative approaches in other fields in the humanities that have yet to consider video games in a systematic way, and give a home to ground-breaking publications that push the boundaries of existing discourses and debates. In this endeavor, the series is committed to a decidedly global scope as it assembles perspectives from different cultural and academic contexts.
In short, this series wants to see what the humanities do with video games and what video games do to the humanities.
Proposals can be send to: [...]
Advisory Board:
Alenda Y. Chang, UC Santa Barbara
Christ Kempshall
Katherine J Lewis, University of Lincoln
Jeremiah McCall, Cincinnati, Ohio
Dietmar Meinel, University of Duisburg-Essen
Ana Miloevi, KU Leuven
Soraya Murray, UC Santa Cruz
Holly Nielsen, University of London
Michael Nitsche, Georgia Tech
Martin Picard, Leipzig University
Melanie Swalwell, Swinburne University
Emma Vossen, University of Waterloo
Mark J.P. Wolf, Concordia University
Über den Autor

Ylva Grufstedt, Aalto University, Finland and Malmö University, Sweden.

Details
Erscheinungsjahr: 2024
Fachbereich: Allgemeines
Genre: Geisteswissenschaften, Geschichte, Kunst, Musik
Rubrik: Geisteswissenschaften
Thema: Lexika
Medium: Taschenbuch
Reihe: ISSN
Inhalt: Einband - flex.(Paperback)
ISBN-13: 9783111520742
ISBN-10: 3111520749
Sprache: Englisch
Einband: Kartoniert / Broschiert
Autor: Grufstedt, Ylva
Auflage: 1. Auflage
Hersteller: De Gruyter Oldenbourg
ISSN
Verantwortliche Person für die EU: De Gruyter [9], Genthiner Str. 13, D-10785 Berlin, orders@degruyter.com
Maße: 230 x 155 x 14 mm
Von/Mit: Ylva Grufstedt
Erscheinungsdatum: 17.06.2024
Gewicht: 0,366 kg
Artikel-ID: 128860590