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
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Frontmatter
Seiten 1 - 4 -
Contents
Seiten 5 - 8 -
Preface
Federal Ministry of Labour, Family and Youth
Seiten 11 - 12 -
University of Klagenfurt
Seiten 13 - 16 -
KPH Vienna/Krems
Seiten 17 - 18 -
Mixed Reality / Contributions to the 13th Future and Reality of Gaming Conference 2019 in Vienna
Introduction to Mixed Reality and Games
Seiten 21 - 28 -
Mixed Reality / Design & Aesthetics
An Introduction to Design & Aesthetics
Seiten 31 - 32 -
Warning: Not Suitable for Robots
Seiten 33 - 48 -
Game Engineering for Hybrid Board Games
Seiten 49 - 60 -
Creating Digital Gamebooks with Twine
Seiten 61 - 78 -
Strategy Games as Neoliberal Historiography
Seiten 79 - 88 -
The Flaneur in a Masticator
Seiten 89 - 100 -
Cortana: A Digital Personal Assistant between Space Opera and Speech Recognition
Seiten 101 - 110 -
Is This the Real Life? Is This just Fantasy?
Seiten 111 - 120 -
Mixed Reality / Society & Culture
An Introduction to Society & Culture
Seiten 123 - 124 -
Players Unite Legally
Seiten 125 - 132 -
"As You Command"
Seiten 133 - 144 -
Gender Portrayals in Videogames
Seiten 145 - 160 -
Periphery: The Departure from Avatar-Sexual Characters in BioWare's Dragon Age: Inquisition
Seiten 161 - 172 -
When the Future Becomes the Present
Seiten 173 - 186 -
The Case of Pokémon GO or How an AR-Game Influences Our Lives
Seiten 187 - 202 -
Mixed Reality / Theory
An Introduction to Theory
Seiten 205 - 208 -
Save Gamer
Seiten 209 - 236 -
Gotta Go Fast
Seiten 237 - 250 -
Mixed Reality Is Already There!
Seiten 251 - 258 -
Settlement of Digital Land
Seiten 259 - 266 -
Archaeology and Videogames
Seiten 267 - 280 -
An Introduction to Gambling in the Context of Game Studies
Seiten 281 - 296
16 November 2020, 296 pages
ISBN: 978-3-8394-5329-2
File size: 3.87 MB
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