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Clash of Realities 2015/16

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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 import...
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  • 16 January 2018
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Digital games as transmedia works of artGames as social environmentsThe aesthetics of playDigital games in pedagogyCineludic aestheticsEthics 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.
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Price: $45.00
Pages: 638
Publisher: transcript publishing
Imprint: transcript publishing
Publication Date: 16 January 2018
Trim Size: 8.86 X 5.83 in
ISBN: 9783837640311
Format: Paperback
BISACs: SOCIAL SCIENCE / Media Studies, DESIGN / History & Criticism, EDUCATION / Research
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The Clash of Realities - International Conference on the Art, Technology and Theory of Digital Games takes place at the TH Köln, University of Technology, Arts, and Sciences in Cologne, Germany. Unique in Europe, this research conference brings together academics and artists for an interdisciplinary exchange and dialogue. The conference is jointly organized by the "Cologne Game Lab" and the "Institut für Medienforschung and Medienpädagogik" (both of TH Köln), the "ifs internationale filmschule köln", the "Institut für Medienkultur und Theater" of the University of Cologne, and "Electronic Arts", a global leader in the field of digital interactive entertainment.

Frontmatter 1
Inhalt 5
Preface 11
Clash at Clash of Realities 19
How C lose Are We to the Holodeck? 29
The Potential of Procedurally-Generated Narrative in Video Games 45
Cinema and Game Spaces 57
More About EVERYTHING 77
Play, Games, and the Good Life 83
Introduction 93
Transmedia Storytelling 97
Worlds Apart? 127
Playing (with) STAR WARS 143
Time, Memory, and Longing in Transmedial Storytelling 159
Playing with Stories, Playing in Worlds 175
A Game of Playful Art 195
Marshmallows and Bullets 217
Teaching Game Studies 235
Introduction 245
Not Just a Game 249
This Moral of Mine 267
Making Ethical Decisions in Serious Games 291
Moral Dilemmas in Digital Games 311
The Good, the Bad, and the lnbetween 323
Bioethics and Biofacts in Digital Games 339
POKÉMON Go 365
Spaces of Possibility? 377
Beyond the Multi-Player 387
Camping NOOb-Tuber and Other Annoying Players 401
Bodies That Matter in the Pursuit of Esports 417
Garners(') Talk 441
Introduction 461
Serial Games 465
Games That Play People 481
Abu Goat 489
Introduction 507
The Aesthetics of Choice 509
Games as a Source of Future Memory 523
My Hyperideal Self 547
Play lt Again, Sam Michael Erlhoff 559
Open Development as Disruptive Game Design Practice 565
Introduction 593
Play, Things and Playthings 595
Preserving Games from Concept to Creation 611
Contributors 625