| 000 | 05681nam a22006255i 4500 | ||
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| 001 | 978-3-031-42260-7 | ||
| 003 | DE-He213 | ||
| 005 | 20251030113103.0 | ||
| 007 | cr nn 008mamaa | ||
| 008 | 240925s2024 sz | s |||| 0|eng d | ||
| 020 |
_a9783031422607 _9978-3-031-42260-7 |
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| 024 | 7 |
_a10.1007/978-3-031-42260-7 _2doi |
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| 050 | 4 | _aG1-922 | |
| 072 | 7 |
_aRG _2bicssc |
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| 072 | 7 |
_aSCI030000 _2bisacsh |
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| 245 | 1 | 0 |
_aGaming and Geography _h[electronic resource] : _bA Multi-perspective Approach to Understanding the Impacts on Geography (Education) / _cedited by Michael Morawski, Sebastian Wolff-Seidel. |
| 250 | _a1st ed. 2024. | ||
| 264 | 1 |
_aCham : _bSpringer International Publishing : _bImprint: Springer, _c2024. |
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| 300 |
_aXV, 323 p. 51 illus., 40 illus. in color. _bonline resource. |
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| 336 |
_atext _btxt _2rdacontent |
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| 337 |
_acomputer _bc _2rdamedia |
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| 338 |
_aonline resource _bcr _2rdacarrier |
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| 347 |
_atext file _bPDF _2rda |
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| 490 | 1 |
_aKey Challenges in Geography, EUROGEO Book Series, _x2522-8439 |
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| 505 | 0 | _aDimensions of Space in Digital Games -- Caught between a Rock and a Ludic Place: Geography for Non-Geographers via Games -- Playing Abstractions, Understanding Spaces. Christaller in Videogames. -- Digital Game Based Learning as a mode of Transformative Learning -- Introducing a model of reflexive spatial analysis in video games (in contexts of its potential in geography education) – Analyzing (digital) spatial construction and reflexivity (exemplary in That Dragon, Cancer via a bilingual geography classroom setting) -- Rendering cliché? Visual consumption of video games as virtual-space leisure activities. -- Right-wing Images of Space and völkisch Identity Constructions in ‘Heimat Defender: Rebellion’ -- Training beyond boundaries? Virtual reality scenario training as worldmaking for complex, life threatening situations -- “Crashing in Flyover Country: Metaregionalism in Far Cry 5” -- The Urban Surveillance Script: Beat Cop and the Policing of Diversity -- Populating Digital Spaces: Learning from Players of Massive Multiplayer Online Games as Early Settlers in the Digital Ecosystem -- Gaming and Geography - Part III: Practical Contributions Games for Exploring Popular Geopolitics in Higher Education -- Computer games as traces. Field trips, location-based games, and systems theory -- Self-transcendence motivated decisions in water governance – Learning by playing the serious game AquaRepublica -- Teaching key concepts and systemic thinking with reflexive methods using open world games in higher geography education - A best practice for lectures and seminars introducing geography education. | |
| 520 | _aThis book explores the uncharted territory where gaming and geography intersect in "Gaming and Geography (Education)." This book bridges the gap between video games and geography, delving into the constructivist creative processes of game development, gameplay, and critical reflections on video games' role in geographical discourses. Through a multi-perspective lens, the book examines how video games can facilitate the exploration of geographic questions and act as catalysts for critical discourses. Scholars shed light on the geographies presented in video games, including their representations, spatial images, and policies. By viewing video games as cultural and critical geography practices, the authors enrich the political, socio-cultural, and critical geographies associated with this medium. A key argument of the book is that video games can foster systemic competence and networked thinking, particularly in addressing complex socio-ecological challenges like climate change and migration. In contrast to traditional geography classes, digital games provide valuable simulations of complex systems, enhancing students' understanding and skills. The book also explores other possibilities such as digital field trips and language support to enhance the educational experience. "Gaming and Geography (Education)" offers a compelling narrative that highlights the diverse roles video games can play in geographic education. By exploring the intersection of gaming and geography, this book deepens our understanding of this dynamic relationship and its impact on critical geographies within the realm of video games. | ||
| 650 | 0 |
_aGeography. _962292 |
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| 650 | 0 |
_aCulture _xStudy and teaching. _966082 |
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| 650 | 0 |
_aArts. _965405 |
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| 650 | 0 |
_aTeachers _xTraining of. _958400 |
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| 650 | 0 |
_aScience _xStudy and teaching. _959952 |
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| 650 | 0 | _aEducation, Higher. | |
| 650 | 1 | 4 |
_aGeography. _962292 |
| 650 | 2 | 4 |
_aCultural Studies. _958745 |
| 650 | 2 | 4 |
_aArts. _965405 |
| 650 | 2 | 4 | _aTeaching and Teacher Education. |
| 650 | 2 | 4 |
_aScience Education. _969095 |
| 650 | 2 | 4 |
_aHigher Education. _968980 |
| 700 | 1 |
_aMorawski, Michael. _eeditor. _4edt _4http://id.loc.gov/vocabulary/relators/edt _984938 |
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| 700 | 1 |
_aWolff-Seidel, Sebastian. _eeditor. _4edt _4http://id.loc.gov/vocabulary/relators/edt _984939 |
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| 710 | 2 | _aSpringerLink (Online service) | |
| 773 | 0 | _tSpringer Nature eBook | |
| 776 | 0 | 8 |
_iPrinted edition: _z9783031422591 |
| 776 | 0 | 8 |
_iPrinted edition: _z9783031422614 |
| 776 | 0 | 8 |
_iPrinted edition: _z9783031422621 |
| 830 | 0 |
_aKey Challenges in Geography, EUROGEO Book Series, _x2522-8439 _984940 |
|
| 856 | 4 | 0 | _uhttps://doi.org/10.1007/978-3-031-42260-7 |
| 912 | _aZDB-2-EES | ||
| 912 | _aZDB-2-SXEE | ||
| 999 |
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