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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.
This volume compiles papers from the Young Academics Workshop at
the Clash of Realities conferences of 2017 and 2018. The 2017
workshop - Perceiving Video Games - explored the video game medium
by focusing on perception and meaning-making processes. The 2018
workshop - Reframing the Violence and Video Games Debate -
transcended misleading claims that link video games and violent
behavior by offering a range of fresh topical perspectives. From BA
students to postdoctoral researchers, the young academics of this
anthology stem from a spectrum of backgrounds, including game
studies, game design, and phenomenology. This volume also features
an entry by renowned psychologist Christopher J. Ferguson.
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