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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
- Format:
- Book
- Conference/Event
- 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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