Download full text
(6.995Mb)
Citation Suggestion
Please use the following Persistent Identifier (PID) to cite this document:
https://nbn-resolving.org/urn:nbn:de:0168-ssoar-83185-7
Exports for your reference manager
Mental Health - Atmospheres - Video Games: New Directions in Game Research II
[conference proceedings]
(ed.)
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... view more
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.... view less
Keywords
computer game; video; virtual reality; media; aesthetics; pop culture; mental health
Classification
Interactive, electronic Media
Applied Psychology
Free Keywords
Atmosphere; Ambience
Conference
Clash of Realities - 11th International Conference on the Art, Technology and Theory of Digital Games, 2021
Document language
English
Publication Year
2022
Publisher
transcript Verlag
City
Bielefeld
Page/Pages
260 p.
Series
Studies of Digital Media Culture, 15
DOI
https://doi.org/10.14361/9783839462645
ISSN
2702-8259
ISBN
978-3-8394-6264-5
Status
Published Version; reviewed