04025nam 22007095 450 991036725940332120230224133345.03-030-32770-110.1007/978-3-030-32770-5(CKB)4100000009940113(MiAaPQ)EBC5989055(DE-He213)978-3-030-32770-5(EXLCZ)99410000000994011320191202d2020 u| 0engurcnu||||||||txtrdacontentcrdamediacrrdacarrierVideo Games and Well-being Press Start /edited by Rachel Kowert1st ed. 2020.Cham :Springer International Publishing :Imprint: Palgrave Pivot,2020.1 online resource (xvii, 166 pages) illustrationsPalgrave Studies in Cyberpsychology,2946-2762Includes bibliographical references and index.Preface; Eve Crevoshay -- Chapter 1: Digital games and well-being: An overview; Felix Reer, Thorsten Quandt -- Chapter 2: Press Reset; Chelsea Hughes -- Chapter 3: Explore the Map; Shane Tilton -- Chapter 4: Oh me, Oh My! Identity development through video games; Sarah Sawyer -- Chapter 5: Forever questing and “gitting gud”; Jamie Madigan -- Chapter 6: +1 Strength, +1 Faith: Positive psychology and gaming; Ryan Kelly -- Chapter 7: Gaming the mind and minding the game: Mindfulness and flow in video games; Mark Cruea -- Chapter 8: Follow the Trail of Enemies; Emory Stephen Daniel -- Chapter 9: You are the one foretold; Finding yourself through the journey; Megan Connell, Kelli Dunlap -- Chapter 10: Extra lives; Raffael Boccamazzo -- Chapter 11: Concluding comments; Rachel Kowert.This book examines how video game mechanics and narratives can teach players skills associated with increased psychological well-being. It integrates research from psychology, education, ludology, media studies, and communication science to demonstrate how game play can teach skills that have long been associated with increased happiness and prolonged life satisfaction, including flexible thinking, openness to experience, self-care, a growth mindset, solution-focused thinking, mindfulness, persistence, self-discovery and resilience. The chapters in this volume are written by leading voices in the field of game studies, including researchers from academia, the video gaming industry, and mental health practitioners paving the way in the field of “geek therapy.” This book will advance our understanding of the potential of video games to increase our psychological well-being by helping to mitigate depression, anxiety, and stress and foster persistence, self-care, and resilience.Palgrave Studies in Cyberpsychology,2946-2762Clinical psychologyPsychologyDigital mediaComputer games—ProgrammingPsychiatryEducational technologyClinical PsychologyBehavioral Sciences and PsychologyDigital and New MediaGame DevelopmentPsychiatryDigital Education and Educational TechnologyClinical psychology.Psychology.Digital media.Computer games—Programming.Psychiatry.Educational technology.Clinical Psychology.Behavioral Sciences and Psychology.Digital and New Media.Game Development.Psychiatry.Digital Education and Educational Technology.616.89794.815Kowert Racheledthttp://id.loc.gov/vocabulary/relators/edtMiAaPQMiAaPQMiAaPQBOOK9910367259403321Video Games and Well-being1965922UNINA