Virtuelle Wirklichkeiten
Atmosphärisches Vergangenheitserleben im Digitalen Spiel
Abstract
Atmospheres 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.
Keywords
Media Studies; Game Studies; Game Art; Production Studies; Anno 1800; Dishonored; Assassin’s Creed Syndicate; Ambience; Atmosphere; Game Design; Immersion; Public HistoryDOI
10.14631/978-3-96317-881-8ISBN
9783963173240, 9783963178818Publisher
Büchner-VerlagPublication date and place
2023Classification
Media studies
Desktop publishing
Virtual worlds
Computer games / online games: strategy guides
Games development and programming