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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

English · Paperback / Softback

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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 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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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.


Product details

Assisted by Clas of Realities (Editor)
Publisher Transcript Verlag
 
Languages English
Product format Paperback / Softback
Released 30.11.2017
 
No. of pages 638
Dimensions 149 mm x 226 mm x 45 mm
Weight 964 g
Illustrations zahlreiche z.T. farbige Abbildungen
Series Bild und Bit. Studien zur digitalen Medienkultur
Bild und Bit. Studien zur digitalen Medienkultur
Subjects Social sciences, law, business > Media, communication > Miscellaneous

Medientheorie, Medienwissenschaft, Design; Media; Film; Audiovisuality; Digital Culture; Electronic Arts; Cologne Game Lab; Media Studies; Internet; Computer Games; Digital Media; Media Aesthetics; Popular Culture

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