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oapen-20.500.12657-613932024-03-27T14:14:30Z Virtuelle Wirklichkeiten Zimmermann, Felix Media Studies; Game Studies; Game Art; Production Studies; Anno 1800; Dishonored; Assassin’s Creed Syndicate; Ambience; Atmosphere; Game Design; Immersion; Public History thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications::UGD Desktop publishing thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDB Internet guides and online services::UDBV Virtual worlds thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDX Computer games / online games: strategy guides thema EDItEUR::U Computing and Information Technology::UM Computer programming / software engineering::UMK Games development and programming Atmospheres are everywhere: at the workplace, in the soccer stadium, in front of the crackling fireplace. They shape our everyday language and have become quite natural expressions of how we find ourselves in certain environments and how we feel about them. Their influence is far-reaching: aesthetic atmospheres are closely linked to a contemporary experience-oriented historical culture whose products and practices claim to establish an immediate contact with the past. With ›Vergangenheitsatmosphären‹ Felix Zimmermann offers for the first time a term to adequately describe this striving for immediacy. By means of in-depth analyses of the digital games »Anno 1800« (2019), »Assassin's Creed Syndicate« (2015), and »Dishonored: The Mask of Wrath« (2012), the term is contoured and the productivity of atmospheric research trained on theories and methods of public history, game studies, and phenomenology is demonstrated. 2023-02-22T12:14:07Z 2023-02-22T12:14:07Z 2023 book 9783963173240 https://library.oapen.org/handle/20.500.12657/61393 ger application/pdf Attribution-NonCommercial 4.0 International 9783963178818_oa.pdf https://www.buechner-verlag.de/buch/virtuelle-wirklichkeiten/ Büchner-Verlag 10.14631/978-3-96317-881-8 10.14631/978-3-96317-881-8 1693c2dd-7cd7-4dac-b4bb-0dec0525ad05 9783963173240 666 open access
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OAPEN
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German
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Atmospheres are everywhere: at the workplace, in the soccer stadium, in front of the crackling fireplace. They shape our everyday language and have become quite natural expressions of how we find ourselves in certain environments and how we feel about them. Their influence is far-reaching: aesthetic atmospheres are closely linked to a contemporary experience-oriented historical culture whose products and practices claim to establish an immediate contact with the past. With ›Vergangenheitsatmosphären‹ Felix Zimmermann offers for the first time a term to adequately describe this striving for immediacy. By means of in-depth analyses of the digital games »Anno 1800« (2019), »Assassin's Creed Syndicate« (2015), and »Dishonored: The Mask of Wrath« (2012), the term is contoured and the productivity of atmospheric research trained on theories and methods of public history, game studies, and phenomenology is demonstrated.
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9783963178818_oa.pdf
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9783963178818_oa.pdf
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9783963178818_oa.pdf
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9783963178818_oa.pdf
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9783963178818_oa.pdf
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Büchner-Verlag
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2023
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https://www.buechner-verlag.de/buch/virtuelle-wirklichkeiten/
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1799945255433273344
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