9783839462645.pdf

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...

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Έκδοση: transcript Verlag 2022
id oapen-20.500.12657-59397
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spelling oapen-20.500.12657-593972022-11-19T03:43:49Z Mental Health | Atmospheres | Video Games Aguilar Rodríguez, Jimena Alvarez Igarzábal, Federico Debus, Michael S. Maughan, Curtis L. Song, Su-Jin Vozaru, Miruna Zimmermann, Felix Video Games Mental Health Atmosphere Ambience Play Media Popular Culture Medicine Computer Games Media Aesthetics Media Studies bic Book Industry Communication::J Society & social sciences::JF Society & culture: general::JFD Media studies bic Book Industry Communication::M Medicine::MB Medicine: general issues 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. 2022-11-18T16:27:47Z 2022-11-18T16:27:47Z 2022 book ONIX_20221118_9783839462645_4 9783839462645 9783837662641 9783732862641 https://library.oapen.org/handle/20.500.12657/59397 eng Bild und Bit. Studien zur digitalen Medienkultur application/pdf Attribution-ShareAlike 4.0 International 9783839462645.pdf transcript Verlag transcript Verlag 10.14361/9783839462645 10.14361/9783839462645 b30a6210-768f-42e6-bb84-0e6306590b5c 9783839462645 9783837662641 9783732862641 transcript Verlag 15 262 Bielefeld open access
institution OAPEN
collection DSpace
language English
description 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.
title 9783839462645.pdf
spellingShingle 9783839462645.pdf
title_short 9783839462645.pdf
title_full 9783839462645.pdf
title_fullStr 9783839462645.pdf
title_full_unstemmed 9783839462645.pdf
title_sort 9783839462645.pdf
publisher transcript Verlag
publishDate 2022
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