This book constitutes the refereed proceedings of the 14th International Conference on Entertainment Computing, ICEC 2015, held in Trondheim, Norway, in September/October 2015. The 26 full papers, 6 short papers, 16 posters, 6 demos and 6 workshops/tutorial descriptions presented were carefully reviewed and selected from 106 submissions. The multidisciplinary nature of Entertainment Computin…
This book enables you to unleash the entertainment potential of your Windows 10 PC, tablet, or phone—or any combination of the three! Learn how to stream movies and TV shows, manage your media collection, purchase new media, and upload your music collection to the cloud. Ian Dixon and Garry Whittaker take the hassle out of managing and enjoying music, TV, and movies from your own collectio…
Otitis media (OM) is the most common diagnosis at medical visits in preschool-age children, and the literature suggests that as many as 80% of children will suffer from at least one episode. Written by acknowledged experts, this is a state of the art reference on the disesase and controversies in the field. Recent important advances in our understanding of predisposition to the disease and vacc…
What are the characteristic features of avatar-based singleplayer videogames, from Super Mario Bros. to Grand Theft Auto? Rune Klevjer examines this question with a particular focus on issues of fictionality and realism, and their relation to cinema and Virtual Reality. Through close-up analysis and philosophical discussion, Klevjer argues that avatar-based gaming is a distinctive and dominant …
Piazza virtuale by the group of artists known as Van Gogh TV was not only the biggest art project ever to appear on television, but from a contemporary point of view the project was also a forerunner of today's social media. The ground-breaking event that took place during the 100 days of documenta IX in 1992 was an early experiment with entirely user-created content. This is the first book-len…
Transnationalizing Radio Research presents a theoretical and methodological guide for exploring radio's multiple »global ages«, from its earliest years through its recent digital transformations. It offers radio scholars theoretical tools and concrete case studies for moving beyond national research frames. It gives radio practitioners inspiration for production and archiving, and offers scho…
Is there an option to oppose without automatically participating in the opposed? This volume explores different perspectives on dissent, understanding practices, cultures, and theories of resistance, dispute, and opposition as inherently participative. It discusses aspects of the body as a political instance, the identity and subjectivity building of individuals and groups, (micro-)practices of…
Gaming has never been disconnected from reality. When we engage with ever more lavish virtual worlds, something happens to us. The game imposes itself on us and influences how we feel about it, the world, and ourselves. How do games accomplish this and to what end? The contributors explore the video game as an atmospheric medium of hitherto unimagined potential. Is the medium too powerful, too …
The present work provides a platform for leading Data designers whose vision and creativity help us to anticipate major changes occurring in the Data Design field, and pre-empt the future. Each of them strives to provide new answers to the question, “What challenges await Data Design?” To avoid falling into too narrow a mind-set, each works hard to elucidate the breadth of Data Design today…
Gaming no longer only takes place as a ›closed interactive experience‹ in front of TV screens, but also as broadcast on streaming platforms or as cultural events in exhibition centers and e-sport arenas. The popularization of new technologies, forms of expression, and online services has had a considerable influence on the academic and journalistic discourse about games. This anthology exam…