Virtuelle Wirklichkeiten Atmosphärisches Vergangenheitserleben im Digitalen Spiel

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...

Täydet tiedot

Tallennettuna:
Bibliografiset tiedot
Päätekijä: Zimmermann, Felix (auth)
Aineistotyyppi: Elektroninen Kirjan osa
Julkaistu: Büchner-Verlag 2023
Aiheet:
Linkit:OAPEN Library: download the publication
OAPEN Library: description of the publication
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520 |a 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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650 7 |a Computer games design  |2 bicssc 
650 7 |a Virtual worlds  |2 bicssc 
650 7 |a Computer games / online games: strategy guides  |2 bicssc 
650 7 |a Games development & programming  |2 bicssc 
653 |a Media Studies; Game Studies; Game Art; Production Studies; Anno 1800; Dishonored; Assassin's Creed Syndicate; Ambience; Atmosphere; Game Design; Immersion; Public History 
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