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  • 1
    UID:
    gbv_1685875963
    Format: 1 Online-Ressource (331 Seiten) , Illustrationen
    ISBN: 9783839450505
    Series Statement: Studies of digital media culture Volume 10
    Content: Frontmatter -- Table of Contents -- Preface and Acknowledgements / Beil, Benjamin / Freyermuth, Gundolf S. / Schmidt, Hanns Christian -- Utopian Futures. A Brief History of Their Conception and Representation in Modern Media-From Literature to Digital Games / Freyermuth, Gundolf S. -- Utopias in Digital Games -- Tinkering with Political Utopias and Dystopias in DEMOCRACY 3. An Educational Perspective / Czauderna, André -- The Concept of Utopia in Digital Games / Farca, Gerald -- "Everything is true; nothing is permitted". Utopia, Religion and Conspiracy in ASSASSIN'S CREED / Wildt, Lars de -- Beyond the Holonovel. The Holographic Interactive Digital Entertainment Utopia of STAR TREK / Sezen, Tonguc Ibrahim -- Utopias of Digital Games -- Feminist Interventions for Better Futures of Digital Games / Harvey, Alison -- Ludopian Visions. On the Speculative Potential of Games in Times of Algorithmic Work and Play / Dippel, Anne -- Playful Utopias. Sandboxes for the Future / Koenitz, Hartmut -- Building Utopia, Brick by Brick? Selling Subversiveness in LEGO DIMENSIONS / Schmidt, Hanns Christian -- We have won this battle ;) Modding and Swapping as a Utopian Video Game Practice / Hawranke, Thomas -- The Utopia of Getting Over It / Beil, Benjamin -- Contributors
    Content: Media narratives inform our ideas of the future - and Games are currently making a significant contribution to this medial reservoir. On the one hand, games demonstrate a particular propensity for fantastic and futuristic scenarios. On the other hand, they often serve as an experimental field for the latest media technologies. However, while dystopias are part of the standard gaming repertoire, games feature utopias much less frequently. Why?This anthology examines playful utopias from two perspectives. It investigates utopias in digital games as well as utopias of the digital game; that is, the role of ludic elements in scenarios of the future, as they are, for example, often found in the field of gamification as »promises of a better world«
    Note: The idea of creating such a publication goes back to a Game Studies Summit which took place at at the Cologne Game Lab of TH Köln in November 2018 as part of the ninth "Clash of Realities - International Conference on the Art, Technology, and Theory of Digital Games". Its subject was "Playing Utopia - Futures in Digital Games". - Seite 7 , Mode of access: Internet via World Wide Web.
    Additional Edition: ISBN 9783837650501
    Additional Edition: Erscheint auch als Druck-Ausgabe Playing utopia Bielefeld : transcript, 2019 ISBN 9783837650501
    Additional Edition: ISBN 3837650502
    Language: English
    Subjects: Computer Science , General works
    RVK:
    RVK:
    Keywords: Computerspiel ; Medientechnik ; Zukunft ; Utopie ; Konferenzschrift
    URL: Cover
    URL: Cover
    Author information: Freyermuth, Gundolf S. 1955-
    Author information: Beil, Benjamin 1980-
    Author information: Schmidt, Hanns Christian
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