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Mental health, atmospheres, video games : new directions in game research II /

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...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Otros Autores: Aguilar Rodríguez, Jimena (Editor )
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Bielefeld : transcript , 2022.
Colección:Studies of digital media culture ; v. 15.
Temas:
Acceso en línea:Texto completo
Tabla de Contenidos:
  • Frontmatter
  • Table of Contents
  • Preface
  • Acknowledgments
  • Mental Health
  • Play, Games, Mental Health
  • Gaming Disorder
  • a "lousy" and "meaningless" label
  • Protecting the Youth by Controlling the Ludic
  • Mindspaces
  • Reclaiming Agency
  • Digital Fictions: Towards Designing Narrative Driven Games as Therapy
  • Gamification and Mobile Apps: Allies in Reducing Loneliness Among Young Adults
  • Mental Health of Twitch Streamers During COVID-19
  • The End is Never The End is Never The End
  • Atmospheres
  • Introduction: Slow Play
  • Cool Games, Cool Japan
  • "Wind's howling." Meteorological Phenomena as Atmospheres in Digital Games
  • I Don't Feel at Home in this Game Anymore
  • Generative Atmospheres
  • Sounding the Atmosphere
  • Systemically Implied Atmospheres
  • Conclusion: Toward an Atmospherology of Digital Games
  • Contributors