Mental Health | Atmospheres | Video Games

Mental Health | Atmospheres | Video Games
Title Mental Health | Atmospheres | Video Games PDF eBook
Author Jimena Aguilar Rodríguez
Publisher transcript Verlag
Pages 275
Release 2022-10-31
Genre Social Science
ISBN 373286264X

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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.

Mental Health | Atmospheres | Video Games

Mental Health | Atmospheres | Video Games
Title Mental Health | Atmospheres | Video Games PDF eBook
Author Jimena Aguilar Rodríguez
Publisher
Pages 290
Release 2022-10
Genre
ISBN 9783837662641

Download Mental Health | Atmospheres | Video Games Book in PDF, Epub and Kindle

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.

Mental Health, Atmospheres, Video Games

Mental Health, Atmospheres, Video Games
Title Mental Health, Atmospheres, Video Games PDF eBook
Author Jimena Aguilar Rodríguez
Publisher
Pages 0
Release 2022
Genre Video games
ISBN

Download Mental Health, Atmospheres, Video Games Book in PDF, Epub and Kindle

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.

Understanding Video Games

Understanding Video Games
Title Understanding Video Games PDF eBook
Author Simon Egenfeldt-Nielsen
Publisher Taylor & Francis
Pages 445
Release 2024-05-08
Genre Social Science
ISBN 104000248X

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The fifth edition of this pioneering textbook takes video game studies into the next decade, highlighting changes in mobile, social, and casual gaming. This book introduces students to both the major theories used to analyze games, such as ludology and narratology, and the commercial and organizational aspects of the game industry. Drawing from historical and contemporary examples, this student-friendly text also explores the aesthetics of games, evaluates the cultural position of video games, and considers the potential effects of both violent and "serious" games. This new edition includes updates to the history, statistics, and developments in the vast game studies landscape throughout. The book has been expanded with additional theory, research, and insights from scholars around the world, making it more inclusive and broadening its global perspective. Extensively illustrated and featuring discussion questions, a glossary of key terms, and a detailed video game history timeline, Understanding Video Games, Fifth Edition is an indispensable resource for anyone interested in examining the ways video games are reshaping entertainment, education, and society.

Title PDF eBook
Author
Publisher Springer Nature
Pages 699
Release
Genre
ISBN 2384762915

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Virtual Lives

Virtual Lives
Title Virtual Lives PDF eBook
Author James D. Ivory Ph.D.
Publisher Bloomsbury Publishing USA
Pages 224
Release 2012-01-06
Genre Computers
ISBN

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This book is the THE source for information on virtual worlds, covering every aspect of this intriguing and fast-changing social practice and the technologies upon which it rests. Virtual Lives: A Reference Handbook describes the history, development, and role of virtual worlds, also known as virtual environments and immersive virtual environments. It provides detailed background about virtual worlds and their societal impact, from early precursors and inspirations to the latest trends and developments. Specifics on user demographics are included, as are descriptions of virtual worlds' functions, discussion of societal concerns and opportunities, and information about relevant research data and key persons and organizations. Although virtual worlds in their current form are a relatively new phenomenon, other online social environments have served as precursors for decades and literary inspirations go back even further. This handbook therefore covers some early developments dating back to the mid-20th century. Its primary focus, however, is on developments since the mid-1990s and especially on the current state and social impact of virtual worlds, including their impact both in the United States and around the world.

Explosions in the Mind

Explosions in the Mind
Title Explosions in the Mind PDF eBook
Author Jonathan Weinel
Publisher Springer Nature
Pages 239
Release 2022-01-01
Genre Social Science
ISBN 9811640556

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This book explores how to compose sounds and visualisations that represent psychedelic hallucinations and experiences of synaesthesia. Through a detailed discussion regarding compositional methodologies and technical approaches, the book aims to educate students, practitioners, and researchers working in related areas. It weaves together sound, visual design, and code across a range of media, providing conceptual approaches, theoretical insights, and practical strategies, which unlock new design frameworks for composing psychedelic sounds and visualisations.