Mixed Reality and Games : : Theoretical and Practical Approaches in Game Studies and Education / / ed. by Felix Schniz, Gerhard Pölsterl, Florian Kelle, Sonja Gabriel, Daniela Bruns, Emir Bektic.

Video games allow us to immerse ourselves in worlds that are reflective of cultural phenomena. At the same time, games are in a process of occupying and utilising the real world as a part of the game. The book provides a combination of theoretical and practical approaches to mixed reality through th...

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Bibliographic Details
Superior document:Title is part of eBook package: De Gruyter DG Plus PP Package 2020 Part 2
MitwirkendeR:
HerausgeberIn:
Place / Publishing House:Bielefeld : : transcript Verlag, , [2020]
©2020
Year of Publication:2020
Language:English
Series:Edition Medienwissenschaft ; 80
Online Access:
Physical Description:1 online resource (296 p.)
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Other title:Frontmatter --
Contents --
Preface --
Federal Ministry of Labour, Family and Youth --
University of Klagenfurt --
KPH Vienna/Krems --
Mixed Reality / Contributions to the 13th Future and Reality of Gaming Conference 2019 in Vienna --
Introduction to Mixed Reality and Games --
Mixed Reality / Design & Aesthetics --
An Introduction to Design & Aesthetics --
Warning: Not Suitable for Robots --
Game Engineering for Hybrid Board Games --
Creating Digital Gamebooks with Twine --
Strategy Games as Neoliberal Historiography --
The Flaneur in a Masticator --
Cortana: A Digital Personal Assistant between Space Opera and Speech Recognition --
Is This the Real Life? Is This just Fantasy? --
Mixed Reality / Society & Culture --
An Introduction to Society & Culture --
Players Unite Legally --
“As You Command” --
Gender Portrayals in Videogames --
Periphery: The Departure from Avatar-Sexual Characters in BioWare’s Dragon Age: Inquisition --
When the Future Becomes the Present --
The Case of Pokémon GO or How an AR-Game Influences Our Lives --
Mixed Reality / Theory --
An Introduction to Theory --
Save Gamer --
Gotta Go Fast --
Mixed Reality Is Already There! --
Settlement of Digital Land --
Archaeology and Videogames --
An Introduction to Gambling in the Context of Game Studies
Summary:Video games allow us to immerse ourselves in worlds that are reflective of cultural phenomena. At the same time, games are in a process of occupying and utilising the real world as a part of the game. The book provides a combination of theoretical and practical approaches to mixed reality through the lenses of game studies and pedagogy. These novel approaches invite the reader to rethink their conceptions of games and mixed reality. They are complemented with classical analyses of games and applications in educational contexts. In uniting theory and hands-on approaches, the book provides a broad spectrum that facilitates and inspires interdisciplinary thinking and work.
Format:Mode of access: Internet via World Wide Web.
ISBN:9783839453292
9783110696295
9783110704716
9783110704518
9783110704723
9783110704549
9783110696301
9783111025124
9783110689617
DOI:10.1515/9783839453292?locatt=mode:legacy
Access:restricted access
Hierarchical level:Monograph
Statement of Responsibility: ed. by Felix Schniz, Gerhard Pölsterl, Florian Kelle, Sonja Gabriel, Daniela Bruns, Emir Bektic.