Book part: First Person Mental Illness: Digitale Geisteskrankheit als immersive Selbsterfahrung
dc.contributor.editor | Görgen, Arno | |
dc.contributor.editor | Simond, Stefan Heinrich | |
dc.creator | Runzheimer, Bernhard | |
dc.date.accessioned | 2020-10-30T10:50:08Z | |
dc.date.available | 2020-10-30T10:50:08Z | |
dc.date.issued | 2020 | |
dc.description.abstract | This 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.doi | doi:https://doi.org/10.14361/9783839453285-008 | |
dc.identifier.doi | http://dx.doi.org/10.25969/mediarep/14978 | |
dc.identifier.uri | https://mediarep.org/handle/doc/15967 | |
dc.language | deu | |
dc.publisher | transcript | |
dc.publisher.place | Bielefeld | |
dc.relation.isPartOf | doi:https://doi.org/10.25969/mediarep/14861 | |
dc.rights | Creative Commons Attribution 4.0 Generic | |
dc.rights.uri | https://creativecommons.org/licenses/by/4.0 | |
dc.subject | Psychische Erkrankung | de |
dc.subject | Immersion | de |
dc.subject | Virtuelle Realität | de |
dc.subject | Empathie | de |
dc.subject | Videospiel | de |
dc.subject | mental illness | en |
dc.subject | virtual reality | en |
dc.subject | empathy | en |
dc.subject | video game | en |
dc.subject.ddc | ddc:794 | |
dc.subject.work | LAYERS OF FEAR | |
dc.subject.work | HELLBLADE: SENUA'S SACRIFICE | |
dc.title | First Person Mental Illness: Digitale Geisteskrankheit als immersive Selbsterfahrung | de |
dc.type | bookPart | |
dc.type.status | publishedVersion | |
dspace.entity.type | BookPart | en |
local.coverpage | 2021-05-29T01:22:28 | |
local.identifier.firstpublished | https://doi.org/10.14361/9783839453285-008 | |
local.source.booktitle | Krankheit in Digitalen Spielen. Interdisziplinäre Betrachtungen | |
local.source.epage | 162 | |
local.source.spage | 145 | |
local.subject.wikidata | Q22905714 | |
local.subject.wikidata | Q18185763 | |
relation.isAuthorOfBookPart | 79aec2cd-ff4b-4cf6-b456-a1ce89efeccb | |
relation.isAuthorOfBookPart.latestForDiscovery | 79aec2cd-ff4b-4cf6-b456-a1ce89efeccb |
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