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Record Nr. |
UNISA996309116903316 |
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Autore |
Harrer Sabine <1984-> |
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Titolo |
Games and bereavement : how video games represent attachment, loss, and grief / / Sabine Harrer |
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Pubbl/distr/stampa |
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Bielefeld, Germany : , : Transcript Verlag, , [2019] |
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©2019 |
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ISBN |
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Edizione |
[1st ed.] |
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Descrizione fisica |
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1 online resource (274 p.) |
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Collana |
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Edition Medienwissenschaft ; 55 |
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Disciplina |
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Soggetti |
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Video games - Psychological aspects |
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Lingua di pubblicazione |
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Formato |
Materiale a stampa |
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Livello bibliografico |
Monografia |
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Nota di bibliografia |
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Includes bibliographical references. |
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Nota di contenuto |
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Frontmatter 1 Table of Contents 5 Credits 7 Introduction 9 1.1 Videogame Representation 23 1.2 Understanding Bereavement 45 2.1 Of Limit Breaks and Ghost Glitches: Losing Aeris in Final Fantasy VII 69 2.2 "You Were There": Losing Yorda in Ico 85 2.3 Conjugal Love: Losing the Spouse in Passage 105 2.4 Losing Big Brother in Brothers: A Tale of Two Sons 121 2.5 "Let's All Be Good Mothers OK": Losing the Badger Cubs in Shelter 143 2.6 Designing for Loss and Grief: A Summary 161 3.1 Grief-Based Game Design: A Case Study on Pregnancy Loss 181 3.2 Ideation with the Bereaved: The Trauerspiel Workshop 193 3.3 Designing Jocoi: A Game about Pregnancy Loss 219 3.4 On the Question of Impact: Evaluating Jocoi 239 Making Space for Grief: Conclusive Thoughts 253 References 261 |
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Sommario/riassunto |
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How can videogames portray love and loss? Games and Bereavement answers this question by looking at five videogames and carrying out a participatory design study with grievers. Sabine Harrer highlights possible connections between grief and videogames, arguing that game design may help make difficult personal feelings tangible. After a brief literary review of grief concepts and videogame theory, the book deep-dives into examples of tragic inter-character relationships from videogame history. Building on these examples, the book presents a case study on pregnancy loss as a potential grief experience that can be validated through game design dialogue. |
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