Volltext herunterladen
(6.995 MB)
Zitationshinweis
Bitte beziehen Sie sich beim Zitieren dieses Dokumentes immer auf folgenden Persistent Identifier (PID):
https://nbn-resolving.org/urn:nbn:de:0168-ssoar-83185-7
Export für Ihre Literaturverwaltung
Mental Health - Atmospheres - Video Games: New Directions in Game Research II
[Konferenzband]
(Hrsg.)
Abstract 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... mehr
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 influential? A danger to our mental health or an ally through even the darkest of times? This volume compiles papers from the Young Academics Workshop at the Clash of Realities conferences of 2019 and 2020 to provide answers to these questions.... weniger
Thesaurusschlagwörter
Computerspiel; Video; virtuelle Realität; Medien; Ästhetik; Popkultur; psychische Gesundheit
Klassifikation
interaktive, elektronische Medien
angewandte Psychologie
Freie Schlagwörter
Atmosphere; Ambience
Konferenz
Clash of Realities - 11th International Conference on the Art, Technology and Theory of Digital Games, 2021
Sprache Dokument
Englisch
Publikationsjahr
2022
Verlag
transcript Verlag
Erscheinungsort
Bielefeld
Seitenangabe
260 S.
Schriftenreihe
Studies of Digital Media Culture, 15
DOI
https://doi.org/10.14361/9783839462645
ISSN
2702-8259
ISBN
978-3-8394-6264-5
Status
Veröffentlichungsversion; begutachtet
Lizenz
Creative Commons - Namensnennung, Weitergabe unter gleichen Bedingungen 4.0