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dc.contributor.authorZimmermann, Felix
dc.date.accessioned2023-03-03T04:59:16Z
dc.date.available2023-03-03T04:59:16Z
dc.date.issued2023
dc.date.submitted2023-02-22T12:14:07Z
dc.identifierOCN: 1371954370
dc.identifierhttps://library.oapen.org/handle/20.500.12657/61393
dc.identifier.urihttps://directory.doabooks.org/handle/20.500.12854/97769
dc.description.abstractAtmospheres are everywhere: at the workplace, in the soccer stadium, in front of the crackling fireplace. They shape our everyday language and have become quite natural expressions of how we find ourselves in certain environments and how we feel about them. Their influence is far-reaching: aesthetic atmospheres are closely linked to a contemporary experience-oriented historical culture whose products and practices claim to establish an immediate contact with the past. With ›Vergangenheitsatmosphären‹ Felix Zimmermann offers for the first time a term to adequately describe this striving for immediacy. By means of in-depth analyses of the digital games »Anno 1800« (2019), »Assassin's Creed Syndicate« (2015), and »Dishonored: The Mask of Wrath« (2012), the term is contoured and the productivity of atmospheric research trained on theories and methods of public history, game studies, and phenomenology is demonstrated.
dc.languageGerman
dc.rightsopen access
dc.subject.classificationthema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studiesen_US
dc.subject.classificationthema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications::UGD Desktop publishingen_US
dc.subject.classificationthema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDB Internet guides and online services::UDBV Virtual worldsen_US
dc.subject.classificationthema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDX Computer games / online games: strategy guidesen_US
dc.subject.classificationthema EDItEUR::U Computing and Information Technology::UM Computer programming / software engineering::UMK Games development and programmingen_US
dc.subject.otherMedia Studies; Game Studies; Game Art; Production Studies; Anno 1800; Dishonored; Assassin’s Creed Syndicate; Ambience; Atmosphere; Game Design; Immersion; Public History
dc.subject.otherthema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies
dc.subject.otherthema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications::UGD Desktop publishing
dc.subject.otherthema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDB Internet guides and online services::UDBV Virtual worlds
dc.subject.otherthema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDX Computer games / online games: strategy guides
dc.subject.otherthema EDItEUR::U Computing and Information Technology::UM Computer programming / software engineering::UMK Games development and programming
dc.titleVirtuelle Wirklichkeiten
dc.title.alternativeAtmosphärisches Vergangenheitserleben im Digitalen Spiel
dc.typebook
oapen.identifier.doi10.14631/978-3-96317-881-8
oapen.relation.isPublishedBy2057a33c-abe5-474a-b271-9acaf528f719
oapen.relation.isbn9783963173240
oapen.pages666


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