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
Mental health - atmospheres - video games : new directions in game research II
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
Studies of digital media culture ; volume 15
2022
1 Online-Ressource (260 Seiten)
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.
Conference Proceedings
Electronic Resource
English
Mental health - atmospheres - video games : new directions in game research II
GWLB - Gottfried Wilhelm Leibniz Bibliothek | 2022
|Mental Health - Atmospheres - Video Games : new directions in game research II
TIBKAT | 2022
|Mental health - atmospheres - video games : new directions in game research II
GWLB - Gottfried Wilhelm Leibniz Bibliothek | 2022
|Online Contents | 2013
|British Library Conference Proceedings | 2013
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