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  1. Mental Health | Atmospheres | Video Games
    New Directions in Game Research II
    Published: 2022
    Publisher:  Transcript Verlag, Bielefeld ; ProQuest, Ann Arbor, Michigan

    Universität Mainz, Zentralbibliothek
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    Source: Union catalogues
    Contributor: Alvarez Igarzábal, Federico; Debus, Michael S.; Maughan, Curtis L.; Song, Su-Jin; Vozaru, Miruna; Zimmermann, Felix
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783839462645
    RVK Categories: AP 14000 ; AP 15945 ; MS 6250 ; MS 7965 ; ST 324 ; YH 1500
    DDC Categories: 793; 610; 300
    Edition: 1st ed.
    Series: Bild und Bit Series ; v.15
    Subjects: Computerspiel; Atmosphäre <Stimmung>; Psychische Gesundheit
    Scope: 1 Online-Ressource (262 pages)
    Notes:

    Description based on publisher supplied metadata and other sources

  2. Mental health - atmospheres - video games
    new directions in game research II
    Contributor: Aguilar Rodríguez, Jimena (HerausgeberIn); Alvarez Igarzábal, Federico (HerausgeberIn); Debus, Michael S. (HerausgeberIn); Maughan, Curtis L. (HerausgeberIn); Song, Su-Jin (HerausgeberIn); Vozaru, Miruna (HerausgeberIn); Zimmermann, Felix (HerausgeberIn)
    Published: 2022
    Publisher:  transcript, Bielefeld

    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... more

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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 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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    Source: Staatsbibliothek zu Berlin
    Contributor: Aguilar Rodríguez, Jimena (HerausgeberIn); Alvarez Igarzábal, Federico (HerausgeberIn); Debus, Michael S. (HerausgeberIn); Maughan, Curtis L. (HerausgeberIn); Song, Su-Jin (HerausgeberIn); Vozaru, Miruna (HerausgeberIn); Zimmermann, Felix (HerausgeberIn)
    Language: English
    Media type: Conference proceedings
    Format: Online
    ISBN: 9783839462645; 9783732862641
    Other identifier:
    RVK Categories: AP 15963 ; MS 6250
    Corporations / Congresses: Clash of Realities, 10. (2019, Köln)
    Series: Studies of digital media culture ; volume 15
    Subjects: SOCIAL SCIENCE / Media Studies
    Other subjects: Ambience; Atmosphere; Computer Games; Media Aesthetics; Media Studies; Media; Medicine; Mental Health; Play; Popular Culture
    Scope: 1 Online-Ressource (260 Seiten), Illustrationen
    Notes:

    ... 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

    This publication was made available via Open Access within the framework of the funding project "TOAA" with funds from the German Federal Ministry of Education and Research (grant number 16TOA002) and with funds from the Open Library Community Medienwissenschaft 2022

  3. Mental Health | Atmospheres | Video Games
    Contributor: Aguilar Rodríguez, Jimena (Herausgeber); Alvarez Igarzábal, Federico (Herausgeber); Debus, Michael S. (Herausgeber); Maughan, Curtis L. (Herausgeber); Song, Su-Jin (Herausgeber); Vozaru, Miruna (Herausgeber); Zimmermann, Felix (Herausgeber)
    Published: 2022
    Publisher:  transcript Verlag, Bielefeld ; OAPEN FOUNDATION, The Hague

    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... more

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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 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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    Source: Union catalogues
    Contributor: Aguilar Rodríguez, Jimena (Herausgeber); Alvarez Igarzábal, Federico (Herausgeber); Debus, Michael S. (Herausgeber); Maughan, Curtis L. (Herausgeber); Song, Su-Jin (Herausgeber); Vozaru, Miruna (Herausgeber); Zimmermann, Felix (Herausgeber)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783839462645; 9783837662641; 9783732862641
    RVK Categories: AP 14000 ; AP 15945 ; MS 6250 ; MS 7965 ; ST 324 ; YH 1500
    DDC Categories: 793; 610; 300
    Series: Bild und Bit. Studien zur digitalen Medienkultur
    Subjects: Computerspiel; Atmosphäre <Stimmung>; Psychische Gesundheit; Media studies; Medicine: general issues
    Other subjects: Video Games; Mental Health; Atmosphere; Ambience; Play; Media; Popular Culture; Medicine; Computer Games; Media Aesthetics; Media Studies
    Scope: 1 Online-Ressource (262 p.)
  4. Mental health | atmospheres | video games
    new directions in game research II
    Contributor: Aguilar Rodríguez, Jimena (Publisher); Alvarez Igarzábal, Federico (Publisher); Debus, Michael S. (Publisher); Maughan, Curtis L. (Publisher); Song, Su-Jin (Publisher); Vozaru, Miruna (Publisher); Zimmermann, Felix (Publisher)
    Published: 2022
    Publisher:  transcript, Bielefeld

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    Source: Staatsbibliothek zu Berlin
    Contributor: Aguilar Rodríguez, Jimena (Publisher); Alvarez Igarzábal, Federico (Publisher); Debus, Michael S. (Publisher); Maughan, Curtis L. (Publisher); Song, Su-Jin (Publisher); Vozaru, Miruna (Publisher); Zimmermann, Felix (Publisher)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783839462645; 9783732862641
    Other identifier:
    RVK Categories: AP 15963
    Series: Studies of digital media culture ; volume 15
    Subjects: Psychische Gesundheit; Computerspiel; Atmosphäre <Stimmung>
    Other subjects: Video Games; Mental Health; Atmosphere; Ambience; Play; Media; Popular Culture; Medicine; Computer Games; Media Aesthetics; Media Studies
    Scope: 1 Online-Ressource (260 Seiten)
    Notes:

    Erscheint als Open Access bei De Gruyter

  5. Mental health | atmospheres | video games
    new directions in game research II
    Contributor: Aguilar Rodríguez, Jimena (Publisher); Alvarez Igarzábal, Federico (Publisher); Debus, Michael S. (Publisher); Maughan, Curtis L. (Publisher); Song, Su-Jin (Publisher); Vozaru, Miruna (Publisher); Zimmermann, Felix (Publisher)
    Published: 2022
    Publisher:  transcript, Bielefeld

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    Source: Union catalogues
    Contributor: Aguilar Rodríguez, Jimena (Publisher); Alvarez Igarzábal, Federico (Publisher); Debus, Michael S. (Publisher); Maughan, Curtis L. (Publisher); Song, Su-Jin (Publisher); Vozaru, Miruna (Publisher); Zimmermann, Felix (Publisher)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783839462645; 9783732862641
    Other identifier:
    RVK Categories: AP 15963
    Series: Studies of digital media culture ; volume 15
    Subjects: Psychische Gesundheit; Computerspiel; Atmosphäre <Stimmung>
    Other subjects: Video Games; Mental Health; Atmosphere; Ambience; Play; Media; Popular Culture; Medicine; Computer Games; Media Aesthetics; Media Studies
    Scope: 1 Online-Ressource (260 Seiten)
    Notes:

    Erscheint als Open Access bei De Gruyter

  6. Mental health - atmospheres - video games
    new directions in game research II
    Contributor: Aguilar Rodríguez, Jimena (HerausgeberIn); Alvarez Igarzábal, Federico (HerausgeberIn); Debus, Michael S. (HerausgeberIn); Maughan, Curtis L. (HerausgeberIn); Song, Su-Jin (HerausgeberIn); Vozaru, Miruna (HerausgeberIn); Zimmermann, Felix (HerausgeberIn)
    Published: 2022
    Publisher:  transcript, Bielefeld

    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... more

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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 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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    Cover (lizenzpflichtig)
    Source: Staatsbibliothek zu Berlin
    Contributor: Aguilar Rodríguez, Jimena (HerausgeberIn); Alvarez Igarzábal, Federico (HerausgeberIn); Debus, Michael S. (HerausgeberIn); Maughan, Curtis L. (HerausgeberIn); Song, Su-Jin (HerausgeberIn); Vozaru, Miruna (HerausgeberIn); Zimmermann, Felix (HerausgeberIn)
    Language: English
    Media type: Conference proceedings
    Format: Online
    ISBN: 9783839462645; 9783732862641
    Other identifier:
    RVK Categories: AP 15963 ; MS 6250
    Corporations / Congresses: Clash of Realities, 10. (2019, Köln)
    Series: Studies of digital media culture ; volume 15
    Subjects: Social sciences; SOCIAL SCIENCE / Media Studies
    Other subjects: Ambience; Atmosphere; Computer Games; Media Aesthetics; Media Studies; Media; Medicine; Mental Health; Play; Popular Culture
    Scope: 1 Online-Ressource (260 Seiten), Illustrationen
    Notes:

    ... 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

    This publication was made available via Open Access within the framework of the funding project "TOAA" with funds from the German Federal Ministry of Education and Research (grant number 16TOA002) and with funds from the Open Library Community Medienwissenschaft 2022