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 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.

€40.00 * $50.00 *

27 October 2022, ca. 290 pages
ISBN: 978-3-8376-6264-1

This product will be released at 27 October 2022

* = recommended retail price

Recommend it

Jimena Aguilar Rodríguez

Jimena Aguilar Rodríguez, Internationale Filmschule Köln, Deutschland

Federico Alvarez Igarzábal

Federico Alvarez Igarzábal, Institut für Grenzgebiete der Psychologie und Psychohygiene (IGPP) (Freiburg i. Br.), Deutschland

Michael S. Debus

Michael S. Debus, IT University of Copenhagen, Dänemark

Curtis L. Maughan

Curtis L. Maughan, Vanderbilt University, USA

Su-Jin Song

Su-Jin Song, Technische Hochschule Köln, Deutschland

Miruna Vozaru

Miruna Vozaru, IT University of Copenhagen, Dänemark

Felix Zimmermann

Felix Zimmermann, Universität zu Köln, Deutschland

Book title
Mental Health | Atmospheres | Video Games New Directions in Game Research II
Publisher
transcript Verlag
Pages
ca. 290
Features
kart., Klebebindung, 10 Farbabbildungen
ISBN
978-3-8376-6264-1
Commodity Group
1744
BIC-Code
JFD MB
BISAC-Code
SOC052000 MED000000
THEMA-Code
JBCT1 MB
Release date
27 October 2022
Edition
1
Topics
Medizin, Popkultur, Medien
Readership
Game Studies, Media Studies, Philosophy, Psychology, Cultural Studies, Digital Narratives
Keywords/Tags
Video Games, Mental Health, Atmosphere, Ambience, Play, Media, Popular Culture, Medicine, Computer Games, Media Aesthetics, Media Studies
Open Access ermöglicht durch/enabled by

Die Open-Access-Ausgabe ist gefördert vom Bundesministerium für Bildung und Forschung, Förderkennzeichen 16TOA002.

Open Access enabled by Federal Ministry of Education and Research.

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