Mixed Reality and Games

Theoretical and Practical Approaches in Game Studies and Education

Videogames allow us to immerse ourselves in worlds that are reflective of cultural phenomena. At the same time, games are in the 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.

Overview Chapters

  1. Frontmatter

    Seiten 1 - 4
  2. Contents

    Seiten 5 - 8
  3. Preface

    Federal Ministry of Labour, Family and Youth

    Seiten 11 - 12
  4. University of Klagenfurt

    Seiten 13 - 16
  5. KPH Vienna/Krems

    Seiten 17 - 18
  6. Mixed Reality / Contributions to the 13th Future and Reality of Gaming Conference 2019 in Vienna

    Introduction to Mixed Reality and Games

    Seiten 21 - 28
  7. Mixed Reality / Design & Aesthetics

    An Introduction to Design & Aesthetics

    Seiten 31 - 32
  8. Warning: Not Suitable for Robots

    Seiten 33 - 48
  9. Game Engineering for Hybrid Board Games

    Seiten 49 - 60
  10. Creating Digital Gamebooks with Twine

    Seiten 61 - 78
  11. Strategy Games as Neoliberal Historiography

    Seiten 79 - 88
  12. The Flaneur in a Masticator

    Seiten 89 - 100
  13. Cortana: A Digital Personal Assistant between Space Opera and Speech Recognition

    Seiten 101 - 110
  14. Is This the Real Life? Is This just Fantasy?

    Seiten 111 - 120
  15. Mixed Reality / Society & Culture

    An Introduction to Society & Culture

    Seiten 123 - 124
  16. Players Unite Legally

    Seiten 125 - 132
  17. "As You Command"

    Seiten 133 - 144
  18. Gender Portrayals in Videogames

    Seiten 145 - 160
  19. Periphery: The Departure from Avatar-Sexual Characters in BioWare's Dragon Age: Inquisition

    Seiten 161 - 172
  20. When the Future Becomes the Present

    Seiten 173 - 186
  21. The Case of Pokémon GO or How an AR-Game Influences Our Lives

    Seiten 187 - 202
  22. Mixed Reality / Theory

    An Introduction to Theory

    Seiten 205 - 208
  23. Save Gamer

    Seiten 209 - 236
  24. Gotta Go Fast

    Seiten 237 - 250
  25. Mixed Reality Is Already There!

    Seiten 251 - 258
  26. Settlement of Digital Land

    Seiten 259 - 266
  27. Archaeology and Videogames

    Seiten 267 - 280
  28. An Introduction to Gambling in the Context of Game Studies

    Seiten 281 - 296
Mehr
€39.99 * $50.00 *

16 November 2020, 296 pages
ISBN: 978-3-8376-5329-8

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Recommend it

Emir Bektic

Emir Bektic, Universität Klagenfurt, Österreich

Daniela Bruns

Daniela Bruns, Universität Klagenfurt, Österreich

Sonja Gabriel

Sonja Gabriel, Kirchliche Pädagogische Hochschule Wien/Krems, Österreich

Florian Kelle

Florian Kelle, Universität Klagenfurt, Österreich

Gerhard Pölsterl

Gerhard Pölsterl, Bundesministerium für Familie und Jugend, Österreich

Felix Schniz

Felix Schniz, Universität Klagenfurt, Österreich

Book title
Mixed Reality and Games Theoretical and Practical Approaches in Game Studies and Education
Publisher
transcript Verlag
Pages
296
Features
kart., Klebebindung, 10 SW-Abbildungen
ISBN
978-3-8376-5329-8
DOI
10.14361/9783839453292
Commodity Group
1744
BIC-Code
JFD
BISAC-Code
SOC052000
THEMA-Code
JBCT1
Release date
16 November 2020
Edition
1
Topics
Medien, Ästhetik, Bildung
Readership
Game Studies, Game Design, Education, Pedagogy
Keywords/Tags
Media, Education, Games, Mixed Reality, Aesthetics, Computer Games, Digital Media, Media Theory, Media Education, Media Studies

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