Mental Health | Atmospheres | Video Games New Directions in Game Research II
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...
में बचाया:
अन्य लेखक: | , , , , , , |
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स्वरूप: | इलेक्ट्रोनिक पुस्तक अध्याय |
भाषा: | अंग्रेज़ी |
प्रकाशित: |
Bielefeld
transcript Verlag
2022
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श्रृंखला: | Bild und Bit. Studien zur digitalen Medienkultur
15 |
विषय: | |
ऑनलाइन पहुंच: | OAPEN Library: download the publication OAPEN Library: description of the publication |
टैग: |
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सारांश: | 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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भौतिक वर्णन: | 1 electronic resource (262 p.) |
आईएसबीएन: | 9783839462645 9783837662641 9783732862641 |
अभिगमन: | Open Access |