Benjamin Beil, Gundolf S. Freyermuth, Hanns Christian Schmidt
About This Book
Gaming no longer only takes place as a ‚Ä∫closed interactive experience‚Äπ 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 c... (see more details)
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