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Clash of Realities 2015/16 On the Art, Technology and Theory of Digital Games. Proceedings of the 6th and 7th Conference Clash of Realities

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Format:
Book
Conference/Event
Contributor:
Clash of Realities, Editor.
Conference Name:
Clash of Realities (6th : 2015 : Cologne, Germany)
Clash of Realities (7th : 2016 : Cologne, Germany)
Series:
Bild und Bit. Studien zur digitalen Medienkultur
Language:
English
Subjects (All):
Games.
Design.
Art.
Media.
Film.
Audiovisuality.
Technology.
Digital Culture.
Digital Games.
Electronic Arts.
Cologne Game Lab.
Media Studies.
Internet.
Computer Games.
Digital Media.
Media Aesthetics.
Popular Culture.
Local Subjects:
Games.
Design.
Art.
Media.
Film.
Audiovisuality.
Technology.
Digital Culture.
Digital Games.
Electronic Arts.
Cologne Game Lab.
Media Studies.
Internet.
Computer Games.
Digital Media.
Media Aesthetics.
Popular Culture.
Physical Description:
1 online resource (638 pages) : illustrations.
Edition:
1st ed.
Other Title:
Clash of Realities (ed.), Clash of Realities 2015/16 On the Art, Technology and Theory of Digital Games. Proceedings of the 6th and 7th Conference
Place of Publication:
Bielefeld transcript Verlag 2017
Language Note:
In English.
Summary:
Digital games as transmedia works of art – Games as social environments – The aesthetics of play – Digital games in pedagogy – Cineludic aesthetics – Ethics in games – these were some of the important and fascinating topics addressed during the international research conference "Clash of Realities" in 2015 and 2016 by more than a hundred international speakers, academics as well as artists. This volume represents the best contributions – by, inter alia, Janet H. Murray, David OReilly, Eric Zimmerman, Thomas Elsaesser, Lorenz Engell, Susana Tosca, Miguel Sicart, Frans Mäyrä, and Mark J.P. Wolf.
Besprochen in:GMK-Newsletter, 2 (2018)
Contents:
Frontmatter
Inhalt
Preface
Clash at Clash of Realities
How C lose Are We to the Holodeck?
The Potential of Procedurally-Generated Narrative in Video Games
Cinema and Game Spaces
More About EVERYTHING
Play, Games, and the Good Life
Introduction
Transmedia Storytelling
Worlds Apart?
Playing (with) STAR WARS
Time, Memory, and Longing in Transmedial Storytelling
Playing with Stories, Playing in Worlds
A Game of Playful Art
Marshmallows and Bullets
Teaching Game Studies
Not Just a Game
This Moral of Mine
Making Ethical Decisions in Serious Games
Moral Dilemmas in Digital Games
The Good, the Bad, and the lnbetween
Bioethics and Biofacts in Digital Games
POKÉMON Go
Spaces of Possibility?
Beyond the Multi-Player
Camping NOOb-Tuber and Other Annoying Players
Bodies That Matter in the Pursuit of Esports
Garners(') Talk
Serial Games
Games That Play People
Abu Goat
The Aesthetics of Choice
Games as a Source of Future Memory
My Hyperideal Self
Play lt Again, Sam Michael Erlhoff
Open Development as Disruptive Game Design Practice
Play, Things and Playthings
Preserving Games from Concept to Creation
Contributors.
ISBN:
9783839440315
3839440319
OCLC:
1009241933

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