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Mental health, atmospheres, video games : new directions in game research II / / edited. by Jimena Aguilar Rodríguez, Felix Zimmermann, Miruna Vozaru, Su-Jin Song, Curtis L. Maughan, Michael S. Debus, Federico Alvarez Igarzábal



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Titolo: Mental health, atmospheres, video games : new directions in game research II / / edited. by Jimena Aguilar Rodríguez, Felix Zimmermann, Miruna Vozaru, Su-Jin Song, Curtis L. Maughan, Michael S. Debus, Federico Alvarez Igarzábal Visualizza cluster
Pubblicazione: Bielefeld : , : transcript Verlag, , [2022]
©2022
Edizione: First edition.
Descrizione fisica: 1 online resource (262 pages) : illustrations, screen captures
Disciplina: 794.8
Soggetto topico: Video games - Psychological aspects
Mass media
Persona (resp. second.): Aguilar RodríguezJimena
AllerKatja
Alvarez IgarzábalFederico
Augusto BordiniRogério
BühlerNils
DebusMichael S.
DunlapKelli
FizekSonia
FreyermuthGundolf S.
Jung JohansenJonathan
KornOliver
LeichterMagdalena
Lundedal NielsenRune Kristian
MaughanCurtis L.
NguyễnAnh Thư
NickelVadim
Panic-CidicNatali
RedeckerBjörn
SongSu-jin
SongSu-Jin
VozaruMiruna
ZimmermannFelix
Nota di contenuto: 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
Sommario/riassunto: 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.
Altri titoli varianti: Mental Health, Atmospheres, Video Games : New Directions in Game Research II
Mental Health, Atmospheres, Video Games : New Directions in Game Research 2
Titolo autorizzato: Mental Health | Atmospheres | Video Games  Visualizza cluster
ISBN: 9783839462645
3839462649
Formato: Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione: Inglese
Record Nr.: 9910831817203321
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Serie: Studies of digital media culture ; ; v. 15.