{"product_id":"clash-of-realities-201516-on-the-art-technology-and-theory-of-digital-games-9783837640311","title":"Clash of Realities 2015\/16 - On the Art, Technology, and Theory of Digital Games","description":"\u003cp\u003e\u003c\/p\u003e\u003cp\u003e\u003c\/p\u003e\u003cp\u003e\u003c\/p\u003e\u003cblockquote\u003eThe international research conference Clash of Realities in 2015 and 2016 explored various topics related to digital games, including their status as transmedia works of art, their role as social environments, the aesthetics of play, their use in pedagogy, cineludic aesthetics, and ethics. This volume represents the best contributions from speakers, academics, and artists. \u003c\/blockquote\u003e\u003cp\u003e\u003c\/p\u003e\u003cp\u003e\u003c\/p\u003e\u003cp\u003e\u003cstrong\u003eFormat\u003c\/strong\u003e: Paperback \/ softback\u003cbr\u003e\u003cstrong\u003eLength\u003c\/strong\u003e: 638 pages\u003cbr\u003e\u003cstrong\u003ePublication date\u003c\/strong\u003e: 08 December 2021\u003cbr\u003e\u003cstrong\u003ePublisher\u003c\/strong\u003e: Transcript Verlag\u003cbr\u003e\u003c\/p\u003e\u003cp\u003eThe international research conference Clash of Realities, held in 2015 and 2016, brought together over a hundred international speakers, academics, and artists to explore the multifaceted world of digital games as transmedia works of art. The conference delved into various aspects, including games as social environments, the aesthetics of play, and their educational implications.\u003cbr\u003e\u003cbr\u003eDigital games, as transmedia works of art, possess the unique ability to transcend traditional boundaries and engage audiences in immersive experiences. They can evoke emotions, challenge perceptions, and provide a platform for storytelling and creativity. The aesthetics of play in digital games are particularly fascinating, as they encompass visual design, sound effects, music, and narrative elements. Game designers and developers work tirelessly to create immersive environments that captivate players and transport them to new worlds.\u003cbr\u003e\u003cbr\u003eIn pedagogy, digital games have become an increasingly popular tool for teaching and learning. They offer interactive and engaging learning experiences that can enhance student engagement and promote critical thinking skills. Games can be used to teach a wide range of subjects, from science and mathematics to history and literature. Moreover, digital games can be tailored to different learning styles and abilities, making them accessible to a diverse student population.\u003cbr\u003e\u003cbr\u003eCineludic aesthetics, a term coined by game designer and researcher Janet H. Murray, refers to the fusion of cinema and gaming. It explores the visual and narrative elements of games and how they can be used to create immersive and cinematic experiences. Cineludic aesthetics has influenced the development of games, with many developers striving to create visually stunning and emotionally resonant experiences that blur the lines between traditional media forms.\u003cbr\u003e\u003cbr\u003eEthics in games is another important topic that was addressed during the Clash of Realities conference. As games become increasingly immersive and interactive, they raise concerns about the impact they can have on players and society. Ethical considerations include issues such as violence, gambling, and privacy. Game developers and publishers must carefully consider these issues and develop games that are responsible, respectful, and beneficial to players and society as a whole.\u003cbr\u003e\u003cbr\u003eThis volume, titled \"Digital Games as Transmedia Works of Art,\" represents the best contributions made during the Clash of Realities conference. It includes chapters by renowned scholars and experts in the field, such as Janet H. Murray, David OReilly, Eric Zimmerman, Thomas Elsaesser, Lorenz Engell, Susana Tosca, Miguel Sicart, Frans Mäyrä, and Mark J.P. Wolf. The chapters cover a wide range of topics, including the history and development of digital games, the aesthetics of play, the educational implications of games, cineludic aesthetics, ethics in games, and the future of digital gaming.\u003cbr\u003e\u003cbr\u003eIn conclusion, the Clash of Realities conference was a groundbreaking event that brought together art, academia, and industry together to explore the fascinating world of digital games. The conference showcased the immense potential of games as transmedia works of art and their ability to engage, educate, and inspire audiences. This volume, which captures the best contributions made during the conference, provides a valuable resource for scholars, researchers, and enthusiasts alike. As digital games continue to evolve and expand, it is clear that they will play an increasingly important role in shaping our future and enriching our lives.\u003c\/p\u003e\u003cp\u003e\u003cstrong\u003eWeight\u003c\/strong\u003e: 666g\u003cbr\u003e\u003cstrong\u003eDimension\u003c\/strong\u003e: 226 x 147 x 15 (mm)\u003cbr\u003e\u003cstrong\u003eISBN-13\u003c\/strong\u003e: 9783837640311\u003c\/p\u003e","brand":"Clash Of Realities","offers":[{"title":"Paperback \/ softback","offer_id":44097297547514,"sku":"9783837640311","price":57.21,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0522\/4297\/2845\/products\/1646127928547_book.jpg?v=1646832154","url":"https:\/\/shulphink.com\/products\/clash-of-realities-201516-on-the-art-technology-and-theory-of-digital-games-9783837640311","provider":"Shulph Ink","version":"1.0","type":"link"}