TY - BOOK AU - Alvarez,Federico Igarzábal AU - Bartholdy,Björn AU - Beil,Benjamin AU - Beranek,Angelika AU - Boudreau,Kelly AU - Clash of Realities AU - Elsaesser,Thomas AU - Engell,Lorenz AU - Erlhoff,Michael AU - Freyermuth,Ortwin AU - Freyerrnuth,Gundolf S. AU - Gabriel,Sonja AU - Gasteier,Klaus AU - Gotto,Lisa AU - Groen,Maike AU - Görgen,Arno AU - Herzogenrath,Bernd AU - Hueser,Rembert AU - Kiel,Nina AU - Kuka,Daniela AU - Lorber,Martin AU - Murray,Janet H. AU - Mäyrä,Frans AU - Newman,James AU - O’Reilly,David AU - Rauscher,Andreas AU - Ring,Sebastian AU - Schilly,Ute Barbara AU - Schmidt,Hanns Christian AU - Schröder,Arne AU - Serbicki,Stefan AU - Sicart,Miguel AU - Tillmann,Angela AU - Tosca,Susana AU - Toth,Christian AU - West,Thomas AU - Weßel,André AU - Wimmer,Jeffrey AU - Witkowski,Emma AU - Wolf,Mark J.P. AU - Zimmerman,Eric TI - Clash of Realities 2015/16: On the Art, Technology and Theory of Digital Games. Proceedings of the 6th and 7th Conference T2 - Bild und Bit SN - 9783839440315 AV - GV1469.15 .C585 2017 PY - 2017///] CY - Bielefeld PB - transcript Verlag KW - Interactive multimedia KW - Congresses KW - Video games KW - Art KW - Audiovisuality KW - Cologne Game Lab KW - Computer Games KW - Design KW - Digital Culture KW - Digital Games KW - Digital Media KW - Electronic Arts KW - Film KW - Internet KW - Media Aesthetics KW - Media Studies KW - Media KW - Popular Culture KW - Technology KW - SOCIAL SCIENCE / Media Studies KW - bisacsh N1 - Frontmatter --; Inhalt --; Preface --; I. Keynotes --; Clash at Clash of Realities --; How C lose Are We to the Holodeck? --; The Potential of Procedurally-Generated Narrative in Video Games --; Cinema and Game Spaces --; More About EVERYTHING --; Play, Games, and the Good Life --; II. 1 Game Studies Summit --; Introduction --; Transmedia Storytelling --; Worlds Apart? --; Playing (with) STAR WARS --; Time, Memory, and Longing in Transmedial Storytelling --; Playing with Stories, Playing in Worlds --; A Game of Playful Art --; Marshmallows and Bullets --; Teaching Game Studies --; II. 2 Media Pedagogy and Media Ethics Summit --; Introduction --; Not Just a Game --; This Moral of Mine --; Making Ethical Decisions in Serious Games --; Moral Dilemmas in Digital Games --; The Good, the Bad, and the lnbetween --; Bioethics and Biofacts in Digital Games --; POKÉMON Go --; Spaces of Possibility? --; Beyond the Multi-Player --; Camping NOOb-Tuber and Other Annoying Players --; Bodies That Matter in the Pursuit of Esports --; Garners(’) Talk --; II.3 Film and Games Summit --; Introduction --; Serial Games --; Games That Play People --; Abu Goat --; II. 4 Game Development Summit --; Introduction --; The Aesthetics of Choice --; Games as a Source of Future Memory --; My Hyperideal Self --; Play lt Again, Sam Michael Erlhoff --; Open Development as Disruptive Game Design Practice --; II. 5 Games Preservation Summit --; Introduction --; Play, Things and Playthings --; Preserving Games from Concept to Creation --; Contributors; restricted access N2 - 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 UR - https://doi.org/10.1515/9783839440315?locatt=mode:legacy UR - https://www.degruyter.com/isbn/9783839440315 UR - https://www.degruyter.com/document/cover/isbn/9783839440315/original ER -