Mental health - atmospheres - video games
new directions in game research II

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Bibliographic Details
Authors and Corporations: Aguilar Rodríguez, Jimena (Editor), Alvarez Igarzábal, Federico (Editor), Debus, Michael S. (Editor), Maughan, Curtis L. (Editor), Song, Su-Jin (Editor), Vozaru, Miruna (Editor), Zimmermann, Felix (Editor), Clash of Realities Köln (Author, Young Academics Workshop), Clash of Realities (Author, Young Academics Workshop)
Title Statement: Jimena Aguilar Rodríguez, Federico Alvarez Igarzábal, Michael S. Debus, Curtis L. Maughan, Su-Jin Song, Miruna Vozaru, Felix Zimmermann (eds.)
published:
Bielefeld transcript 2022
Part of: Studies of digital media culture ; Volume 15
Media Type: Book, E-Book

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Item Description: ... two subsequent workshops, the results of which this volume presents. In 2019, the focus was on "Play, Games, Mental Health" ... A year later, at the 11th Clash Conference, which was held entirely online due to the COVID-19 pandemic, the topic was "Atmospheric Propositions: Creating and Thinking the Aesthetics of Playable Athmospheres". - (Seite 9)
Literaturangaben
Physical Description: 260 Seiten; Illustrationen
ISBN: 9783837662641
Language: English
Part of: Studies of digital media culture ; Volume 15
Subjects:
Erscheint auch als: Mental Health - Atmospheres - Video Games, Bielefeld : transcript, 2022, 1 Online-Ressource (260 Seiten)
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Erscheint auch als: Clash of Realities (Veranstaltung : 10. : 2019 : Köln), Mental health - atmospheres - video games, Bielefeld : transcript, 2022, 1 Online-Ressource (260 Seiten)
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Erscheint auch als: Clash of Realities (Veranstaltung : 10. : 2019 : Köln), Mental health - atmospheres - video games, Bielefeld : transcript, 2022, 1 Online-Ressource (260 Seiten)
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Other Editions: Mental Health Atmospheres Video Games: New Directions in Game Research II
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Other Editions: Mental health - atmospheres - video games: new directions in game research II
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Collection: K10plus (FID Media)
Table of Contents
Summary:

"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."--Back cover