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240503 r ||| eng |
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|a 9789463721196
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|a 9463721193
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050 |
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|a TD194.6
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100 |
1 |
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|a op de Beke, Laura
|e [editor]
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245 |
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|a Ecogames
|h Elektronische Ressource
|b Playful Perspectives on the Climate Crisis
|c Laura op de Beke, Joost Raessens, Stefan Werning, Gerald Farca
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260 |
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|a Amsterdam
|b Amsterdam University Press
|c 2024
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300 |
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|a 572 pages
|b illustrations
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505 |
0 |
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|a Ecogames: An Introduction -- Laura op de Beke, Joost Raessens, and Stefan Werning Part I. Today's Challenges: Games for Change Part II. Future Worlds: New Imaginaries Part III. The Nonhuman Turn Part IV. Critical Metagaming Practices Index of Games Index of Names Index of Subjects
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653 |
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|a NATURE / Ecology
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653 |
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|a GAMES / Video & Electronic
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653 |
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|a SOCIAL SCIENCE / Media Studies
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653 |
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|a Environmentalism
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653 |
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|a Game theory
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700 |
1 |
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|a Raessens, Joost
|e [editor]
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700 |
1 |
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|a Werning, Stefan
|e [editor]
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700 |
1 |
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|a Farca, Gerald
|e [editor]
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041 |
0 |
7 |
|a eng
|2 ISO 639-2
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989 |
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|b ZDB-39-JOA
|a JSTOR Open Access Books
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490 |
0 |
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|a Green Media
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500 |
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|a "Amsterdam University Press"
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028 |
5 |
0 |
|a 10.1515/9789048557219
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776 |
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|z 9789048557219
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776 |
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|z 9048557216
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856 |
4 |
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|u https://www.jstor.org/stable/10.2307/jj.10819591
|x Verlag
|3 Volltext
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|a 363.7
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520 |
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|a With the climate crisis and its repercussions becoming more and more tangible, games are increasingly participating in the production, circulation, and interrogation of environmental assumptions, using both explicit and implicitly ways of framing the crisis. Whether they are providing new spaces to imagine and practice alternative forms of living, or reproducing ecomodernist fantasies, games as well as player cultures are increasingly tuned in to the most pressing environmental concerns. This book brings together chapters by a diverse group of established and emerging authors to develop a growing body of scholarship that explores the shape, impact, and cultural context of ecogames. The book comprises four thematic sections, Today's Challenges: Games for Change, Future Worlds: New Imaginaries, The Nonhuman Turn, and Critical Metagaming Practices. Each section explores different aspects of ecocritical engagement in and through games. As a result, the book's comprehensive scope covers a variety of angles, methodologies, and case studies, significantly expanding the field of green media studies
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