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樓主: Agoraphobia
11#
發(fā)表于 2025-3-23 11:10:48 | 只看該作者
12#
發(fā)表于 2025-3-23 15:24:41 | 只看該作者
13#
發(fā)表于 2025-3-23 18:35:57 | 只看該作者
Springer Lexikon Kosmetik und K?rperpflegeuction of space into focus in geography as a spatial science. In video games, vast digital spaces are created and experienced. These digital spaces—often oriented to “real” spaces—are created by designers/programmers based on different motives, values, prior knowledge domains, abilities, emotions, a
14#
發(fā)表于 2025-3-23 23:28:41 | 只看該作者
Springer Lexikon Kosmetik und K?rperpflegective field, we are able to identify even deeper similarities on how geographical space is produced by environmental storytelling and visual consumption in both cases. Both form hypergeographies highlighting only relevant fragments of space meant to provide convenience for the visitor during a stay.
15#
發(fā)表于 2025-3-24 04:40:07 | 只看該作者
https://doi.org/10.1007/978-3-540-71095-0e right-wing propaganda. The following analysis explores the question of how these images are discursively produced and represented in the 2D jump-‘n‘-run digital game ‘Heimat Defender: Rebellion’. The game provides insights into how German right-wing extremists imagine a dystopia in 2084 and what r
16#
發(fā)表于 2025-3-24 08:55:17 | 只看該作者
Springer Lexikon Kosmetik und K?rperpflegeof society, including gaming, education, and security training. This chapter explores the adoption of VR in training emergency, police, and security personnel for complex, life-threatening situations based on qualitative interviews and participant observations with German state police agencies, soft
17#
發(fā)表于 2025-3-24 14:30:38 | 只看該作者
18#
發(fā)表于 2025-3-24 17:50:44 | 只看該作者
https://doi.org/10.1007/978-3-642-34730-6 by Michel de Certeau in . (.). Walking constitutes the predominant mode of movement in the game, thereby placing limitations on the players’ policing powers when chasing suspects. Because players step into the shoes of a police officer and play as the disciplining authority themselves, however, the
19#
發(fā)表于 2025-3-24 21:50:02 | 只看該作者
20#
發(fā)表于 2025-3-25 02:58:51 | 只看該作者
https://doi.org/10.1007/978-3-642-97335-2o games. However, such a focus has overlooked the purposeful design of digital games that challenge, disrupt, and critique popular understandings of geopolitics. This chapter outlines how digital games can be used in a higher education context to demonstrate how they can illustrate a counterpoint to
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