Mental Health | Atmospheres | Video Games
New Directions in Game Research II
Contributor(s)
Aguilar Rodríguez, Jimena (editor)
Alvarez Igarzábal, Federico (editor)
Debus, Michael S. (editor)
Maughan, Curtis L. (editor)
Song, Su-Jin (editor)
Vozaru, Miruna (editor)
Zimmermann, Felix (editor)
Language
EnglishAbstract
Gaming has never been disconnected from reality. When we engage with ever more lavish virtual worlds, something happens to us. The game imposes itself on us and influences how we feel about it, the world, and ourselves. How do games accomplish this and to what end? The contributors explore the video game as an atmospheric medium of hitherto unimagined potential. Is the medium too powerful, too influential? A danger to our mental health or an ally through even the darkest of times? This volume compiles papers from the Young Academics Workshop at the Clash of Realities conferences of 2019 and 2020 to provide answers to these questions.
Keywords
Video Games; Mental Health; Atmosphere; Ambience; Play; Media; Popular Culture; Medicine; Computer Games; Media Aesthetics; Media StudiesDOI
10.14361/9783839462645ISBN
9783839462645, 9783837662641, 9783732862641, 9783839462645Publisher
transcript VerlagPublisher website
https://www.transcript-verlag.de/Publication date and place
Bielefeld, 2022Imprint
transcript VerlagSeries
Bild und Bit. Studien zur digitalen Medienkultur, 15Classification
Media studies
Medicine: general issues