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


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    Titel :

    Mental health - atmospheres - video games : new directions in game research II


    Beteiligte:
    Aguilar Rodríguez, Jimena (Herausgeber:in) / Alvarez Igarzábal, Federico (Herausgeber:in) / Debus, Michael S. (Herausgeber:in) / Maughan, Curtis L. (Herausgeber:in) / Song, Su-Jin (Herausgeber:in) / Vozaru, Miruna (Herausgeber:in) / Zimmermann, Felix (Herausgeber:in) / Clash of Realities, Veranstaltung (Autor:in) / Clash of Realities, Veranstaltung (Autor:in)

    Kongress:

    Clash of Realities ; 10 Clash of Realities ; 10 (Köln) : 2019
    Games, Play, Mental Health
    Games, Play, Mental Health (Köln) : 2019
    Clash of Realities ; 11
    Clash of Realities ; 11 (Online) : 2020
    Atmospheric Propositions : Creating And Thinking the Aesthetics of Playable Atmospheres
    Atmospheric Propositions : Creating And Thinking the Aesthetics of Playable Atmospheres (Online) : 2020


    Erschienen in:

    Erscheinungsdatum :

    2022


    Format / Umfang :

    1 Online-Ressource (260 Seiten)


    Anmerkungen:

    Illustrationen
    ... two subsequent workshops, the results of which this volume presents. In 2019, the focus was on "Play, Games, Mental Health" ... A year later, at the 11th Clash Conference, which was held entirely online due to the COVID-19 pandemic, the topic was "Atmospheric Propositions: Creating and Thinking the Aesthetics of Playable Athmospheres". - (Seite 9)
    Literaturangaben
    This publication was made available via Open Access within the framework of the funding project "TOAA" with funds from the German Federal Ministry of Education and Research (grant number 16TOA002) and with funds from the Open Library Community Medienwissenschaft 2022.




    Medientyp :

    Konferenzband


    Format :

    Elektronische Ressource


    Sprache :

    Englisch



    Klassifikation :

    RVK:    AP 15963 / MS 6250
    BKL:    54.88 Computer in der Freizeit / 77.93 Angewandte Psychologie




    Mental Health - Atmospheres - Video Games : new directions in game research II

    Aguilar Rodríguez, Jimena ;Alvarez Igarzábal, Federico ;Debus, Michael S. | TIBKAT | 2022

    Freier Zugriff

    Mental health - atmospheres - video games : new directions in game research II

    Clash of Realities, Veranstaltung | GWLB - Gottfried Wilhelm Leibniz Bibliothek | 2022

    Freier Zugriff

    Mental health - atmospheres - video games : new directions in game research II

    Clash of Realities, Young Academics Workshop, Veranstaltung | GWLB - Gottfried Wilhelm Leibniz Bibliothek | 2022


    Utilizing Video Games

    Blaize, L. / United States | British Library Conference Proceedings | 2013


    Utilizing video games

    Blaize, Luke | Online Contents | 2013