Show simple item record

[conference proceedings]

dc.contributor.editorAguilar Rodríguez, Jimenade
dc.contributor.editorAlvarez Igarzábal, Federicode
dc.contributor.editorDebus, Michael S.de
dc.contributor.editorMaughan, Curtis L.de
dc.contributor.editorSong, Su-Jinde
dc.contributor.editorVozaru, Mirunade
dc.contributor.editorZimmermann, Felixde
dc.date.accessioned2022-11-25T13:53:26Z
dc.date.available2022-11-25T13:53:26Z
dc.date.issued2022de
dc.identifier.isbn978-3-8394-6264-5de
dc.identifier.issn2702-8259de
dc.identifier.urihttps://www.ssoar.info/ssoar/handle/document/83185
dc.description.abstractGaming 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.de
dc.languageende
dc.publishertranscript Verlagde
dc.subject.ddcPublizistische Medien, Journalismus,Verlagswesende
dc.subject.ddcNews media, journalism, publishingen
dc.subject.ddcPsychologiede
dc.subject.ddcPsychologyen
dc.subject.otherAtmosphere; Ambiencede
dc.titleMental Health - Atmospheres - Video Games: New Directions in Game Research IIde
dc.description.reviewbegutachtetde
dc.description.reviewrevieweden
dc.identifier.urlhttps://www.transcript-verlag.de/shopMedia/openaccess/pdf/oa9783839462645.pdfde
dc.source.volume15de
dc.publisher.countryDEUde
dc.publisher.cityBielefeldde
dc.source.seriesStudies of Digital Media Culture
dc.subject.classozinteraktive, elektronische Mediende
dc.subject.classozInteractive, electronic Mediaen
dc.subject.classozangewandte Psychologiede
dc.subject.classozApplied Psychologyen
dc.subject.thesozComputerspielde
dc.subject.thesozcomputer gameen
dc.subject.thesozVideode
dc.subject.thesozvideoen
dc.subject.thesozvirtuelle Realitätde
dc.subject.thesozvirtual realityen
dc.subject.thesozMediende
dc.subject.thesozmediaen
dc.subject.thesozÄsthetikde
dc.subject.thesozaestheticsen
dc.subject.thesozPopkulturde
dc.subject.thesozpop cultureen
dc.subject.thesozpsychische Gesundheitde
dc.subject.thesozmental healthen
dc.identifier.urnurn:nbn:de:0168-ssoar-83185-7
dc.rights.licenceCreative Commons - Namensnennung, Weitergabe unter gleichen Bedingungen 4.0de
dc.rights.licenceCreative Commons - Attribution-ShareAlike 4.0en
ssoar.contributor.institutiontranscript Verlagde
internal.statusformal und inhaltlich fertig erschlossende
internal.identifier.thesoz10058702
internal.identifier.thesoz10061598
internal.identifier.thesoz10056015
internal.identifier.thesoz10035302
internal.identifier.thesoz10034653
internal.identifier.thesoz10048286
internal.identifier.thesoz10055619
dc.type.stockcollectionde
dc.type.documentKonferenzbandde
dc.type.documentconference proceedingsen
dc.type.documentSammelwerkde
dc.type.documentcollectionen
dc.source.pageinfo260de
internal.identifier.classoz1080404
internal.identifier.classoz10709
internal.identifier.document15
internal.identifier.document24
dc.source.conferenceClash of Realities - 11th International Conference on the Art, Technology and Theory of Digital Gamesde
internal.identifier.ddc070
internal.identifier.ddc150
dc.identifier.doihttps://doi.org/10.14361/9783839462645de
dc.date.conference2021de
dc.description.pubstatusVeröffentlichungsversionde
dc.description.pubstatusPublished Versionen
internal.identifier.licence24
internal.identifier.pubstatus1
internal.identifier.review2
internal.identifier.series1864
internal.dda.referencexmlxslt-bundlessource-177@@10039-9783839462645


Files in this item

No Thumbnail [100%x80]

This item appears in the following Collection(s)

Show simple item record