{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,6,3]],"date-time":"2026-06-03T07:23:12Z","timestamp":1780471392273,"version":"3.54.1"},"publisher-location":"Bielefeld, Germany","edition-number":"1","reference-count":0,"publisher":"transcript Verlag","isbn-type":[{"value":"9783837648027","type":"print"},{"value":"9783839448021","type":"electronic"}],"license":[{"start":{"date-parts":[[2019,10,17]],"date-time":"2019-10-17T00:00:00Z","timestamp":1571270400000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/creativecommons.org\/licenses\/by-nc-nd\/4.0\/"}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":[],"published-print":{"date-parts":[[2019,10,17]]},"abstract":"<jats:p>In einer Reihe von k\u00fcnstlerischen Spielen wird das Konzept des immersiven Flusses, Game-Flow, durch Bewegung im Realen und Fiktiven, oft in so genannten Walking Simulatoren induziert. Gegenw\u00e4rtig erwacht das Genre der Spielkunst im spezifischem Zusammenhang der Flow-Erfahrung in hybriden und Augmented Reality Games und Game Installationen, versetzt mit neurowissenschaftlichen Elementen der Psychophysik. Der virtuelle Raum wird zunehmend mit dem physisch erfahrenen realen Raum verstrickt. Dies bietet die M\u00f6glichkeit, aus den Bereichen Performancekunst, Inszenierung und Motivationsdesign zu lernen. Das zeigt die Kunst-Avantgarde im k\u00fcnstlerisch forschenden Game Design. Bei der Gestaltung und Verbindung von digitalem und realem Raum - bekannt als hybride Realit\u00e4tsspiele - werden die Themen K\u00f6rperlichkeit, Kognition \u00fcberlagert. So kann ein neuer Spiel-Aktivismus identifiziert werden: ein Aktivismus, der sich auf K\u00f6rpererfahrung, Kognition und Raumerfahrung konzentriert.<\/jats:p>","DOI":"10.14361\/9783839448021-017","type":"book-chapter","created":{"date-parts":[[2020,4,28]],"date-time":"2020-04-28T06:44:01Z","timestamp":1588056241000},"page":"249-264","source":"Crossref","is-referenced-by-count":0,"title":["Augmented Play, Art, and Space"],"prefix":"10.14361","author":[{"ORCID":"https:\/\/orcid.org\/0000-0001-8919-286X","authenticated-orcid":true,"given":"Margarete","family":"Jahrmann","sequence":"first","affiliation":[],"role":[{"vocabulary":"crossref","role":"author"}]}],"member":"5471","published-online":{"date-parts":[[2020,3,3]]},"container-title":["Architekturen","Architectonics of Game Spaces"],"original-title":[],"language":"en","link":[{"URL":"https:\/\/transcript.degruyter.com\/view\/book\/9783839448021\/10.14361\/9783839448021-017.xml","content-type":"text\/html","content-version":"vor","intended-application":"text-mining"},{"URL":"https:\/\/www.degruyter.com\/document\/doi\/10.14361\/9783839448021-017\/xml","content-type":"application\/xml","content-version":"vor","intended-application":"text-mining"},{"URL":"https:\/\/www.degruyter.com\/document\/doi\/10.14361\/9783839448021-017\/pdf","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2026,6,3]],"date-time":"2026-06-03T06:53:45Z","timestamp":1780469625000},"score":1,"resource":{"primary":{"URL":"https:\/\/www.transcript-open.de\/doi\/10.14361\/9783839448021-017"},"secondary":[{"URL":"https:\/\/www.inlibra.com\/10.14361\/9783839448021-017","label":"Inlibra"}]},"subtitle":["The Cognitive Coupling of Avant-Garde Games with Unexpected Mental Spaces"],"short-title":[],"issued":{"date-parts":[[2019,10,17]]},"ISBN":["9783837648027","9783839448021"],"references-count":0,"aliases":["10.1515\/9783839448021-017"],"URL":"https:\/\/doi.org\/10.14361\/9783839448021-017","relation":{},"ISSN":["2702-8070","2702-8089"],"issn-type":[{"value":"2702-8070","type":"print"},{"value":"2702-8089","type":"electronic"}],"subject":[],"published":{"date-parts":[[2019,10,17]]}}}