Book part:
First Person Mental Illness: Digitale Geisteskrankheit als immersive Selbsterfahrung

dc.contributor.editorGörgen, Arno
dc.contributor.editorSimond, Stefan Heinrich
dc.creatorRunzheimer, Bernhard
dc.date.accessioned2020-10-30T10:50:08Z
dc.date.available2020-10-30T10:50:08Z
dc.date.issued2020
dc.description.abstractThis article examines the increasing ludic implementation of mental illnesses in digital games. It especially focuses on display techniques and the benefits and drawbacks of games that utilize a first- or third-person view to immerse the player into the mental illnesses of their protagonists. This sort of player involvement marks a new trend that can be observed in recent games and will play an important role in future game development. Instead of merely stigmatizing the mentally ill as evil antagonists, head-mounted virtual reality displays like the Oculus Rift are able to simulate their perception and thus create a form of self-awareness for the player. LAYERS OF FEAR (2016) and SENUA'S SACRIFICE (2017) are used as case examples.en
dc.identifier.doidoi:https://doi.org/10.14361/9783839453285-008
dc.identifier.doihttp://dx.doi.org/10.25969/mediarep/14978
dc.identifier.urihttps://mediarep.org/handle/doc/15967
dc.languagedeu
dc.publishertranscript
dc.publisher.placeBielefeld
dc.relation.isPartOfdoi:https://doi.org/10.25969/mediarep/14861
dc.rightsCreative Commons Attribution 4.0 Generic
dc.rights.urihttps://creativecommons.org/licenses/by/4.0
dc.subjectPsychische Erkrankungde
dc.subjectImmersionde
dc.subjectVirtuelle Realitätde
dc.subjectEmpathiede
dc.subjectVideospielde
dc.subjectmental illnessen
dc.subjectvirtual realityen
dc.subjectempathyen
dc.subjectvideo gameen
dc.subject.ddcddc:794
dc.subject.workLAYERS OF FEAR
dc.subject.workHELLBLADE: SENUA'S SACRIFICE
dc.titleFirst Person Mental Illness: Digitale Geisteskrankheit als immersive Selbsterfahrungde
dc.typebookPart
dc.type.statuspublishedVersion
dspace.entity.typeBookParten
local.coverpage2021-05-29T01:22:28
local.identifier.firstpublishedhttps://doi.org/10.14361/9783839453285-008
local.source.booktitleKrankheit in Digitalen Spielen. Interdisziplinäre Betrachtungen
local.source.epage162
local.source.spage145
local.subject.wikidataQ22905714
local.subject.wikidataQ18185763
relation.isAuthorOfBookPart79aec2cd-ff4b-4cf6-b456-a1ce89efeccb
relation.isAuthorOfBookPart.latestForDiscovery79aec2cd-ff4b-4cf6-b456-a1ce89efeccb

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