Studies of Digital Media Culture – serie
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13 produkter
Clash of Realities 2015/16 – On the Art, Technology, and Theory of Digital Games
Av Clash Of Realities, Clash Of Realities m. fl.
Häftad, 2021
644 kr
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Digital games as transmedia works of art – Games as social environments – The aesthetics of play – Digital games in pedagogy – Cineludic aesthetics – Ethics in games – these were some of the important and fascinating topics addressed during the international research conference "Clash of Realities" …
Playing Dystopia – Nightmarish Worlds in Video Games and the Player′s Aesthetic Response
Av Gerald Farca
Häftad, 2021
539 kr
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Video games permeate our everyday existence. They immerse players in fascinating gameworlds and exciting experiences, often inviting them in various ways to reflect on the enacted events.Gerald Farca explores the genre of dystopian video games and the player's aesthetic response to their …
Time and Space in Video Games – A Cognitive–Formalist Approach
Häftad, 2021
742 kr
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Video games are temporal artifacts: They change with time as players interact with them in accordance with rules. In this study, Federico Alvarez Igarzábal investigates the formal aspects of video games that determine how these changes are produced and sequenced. Theories of time perception drawn …
Playing Utopia – Futures in Digital Games
Av Benjamin Beil, Gundolf S. Freyermuth m. fl.
Häftad, 2021
847 kr
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Media narratives inform our ideas of the future – and Games are currently making a significant contribution to this medial reservoir. On the one hand, Games demonstrate a particular propensity for fantastic and futuristic scenarios. On the other hand, they often serve as an experimental field for …
Violence | Perception | Video Games – New Directions in Game Research
Av Federico Alvare Igarzábal, Michael S. Debus m. fl.
Häftad, 2021
422 kr
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This volume compiles papers from the Young Academics Workshop at the Clash of Realities conferences of 2017 and 2018. The 2017 workshop – Perceiving Video Games – explored the video game medium by focusing on perception and meaning-making processes. The 2018 workshop – Reframing the Violence and …
History in Games – Contingencies of an Authentic Past
Av Martin Lorber, Felix Zimmermann m. fl.
Häftad, 2021
669 kr
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Where do we end up when we enter the time machine that is the digital game? One axiomatic truth of historical research is that the past is the time-space that eludes human intervention. Every account made of the past is therefore only an approximation. But how is it that strolling through ancient …
Paratextualizing Games – Investigations on the Paraphernalia and Peripheries of Play
Av Benjamin Beil, Gundolf S. Freyermuth m. fl.
Häftad, 2021
924 kr
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Gaming no longer only takes place as a ›closed interactive experience‹ in front of TV screens, but also as broadcast on streaming platforms or as cultural events in exhibition centers and e-sport arenas. The popularization of new technologies, forms of expression, and online services has had a …
Playful Materialities
The Stuff that Games Are Made Of
Av Benjamin Beil, Gundolf S. Freyermuth m. fl.
Häftad, 2022
964 kr
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Game culture and material culture have always been closely linked. Analog forms of rule-based play (ludus) would hardly be conceivable without dice, cards, and game boards. In the act of free play (paidia), children as well as adults transform simple objects into multifaceted toys in an almost …
Mental Health | Atmospheres | Video Games
New Directions in Game Research II
Av Jimena Aguilar Rodriguez, Federico Alvarez Igarzabal m. fl.
Häftad, 2022
847 kr
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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 …
Immersive Technology Meets Cultural Heritage
New Perspectives in Game Design, Education and Academia
Av Philipp Bojahr, Katharina Tillmanns
Häftad, 2027
661 kr
Kommande
From museums to memorials, all cultural heritage institutions are constantly driving the digital transformation of their educational outreach. In the process, digital interactive activities such as games have established themselves as successful formats; and immersive technologies such as VR …
Narratives Crossing Boundaries
Storytelling in a Transmedial and Transdisciplinary Context
Häftad, 2023
890 kr
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As the dominant narrative forms in the age of media convergence, films and games call for a transmedial perspective in narratology. Games allow a participatory reception of the story, bringing the transgression of the ontological boundary between the narrated world and the world of the recipient …
Video Games and Mental Health
Perspectives of Psychology and Game Design
Av Federico Alvarez Igarzabal, Emmanuel Guardiola m. fl.
Häftad, 2025
715 kr
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How do video games and mental health intersect from the perspectives of psychology and game design? In recent years, the topic of mental health has gained tremendous importance for the games industry, affecting both the applied and entertainment games sectors. The former draws from established …
Gaming the Metaverse
Av Benjamin Beil, Gundolf S. Freyermuth m. fl.
Häftad, 2025
681 kr
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Neal Stephenson’s 1992 novel Snow Crash conceived of the Metaverse as an escapist medium within a dystopian future. By the early 2000s, his vision had evolved into a blueprint for pioneering virtual worlds, notably Second Life. In the 2010s, technology companies—from Meta to Epic Games—recast the …