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Mental Health - Atmospheres - Video Games: New Directions in Game Research II

[conference proceedings]

Aguilar Rodríguez, Jimena
Alvarez Igarzábal, Federico
Debus, Michael S.
Maughan, Curtis L.
Song, Su-Jin
Vozaru, Miruna
Zimmermann, Felix
(ed.)

Abstract

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... view more

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.... view less

Keywords
computer game; video; virtual reality; media; aesthetics; pop culture; mental health

Classification
Interactive, electronic Media
Applied Psychology

Free Keywords
Atmosphere; Ambience

Conference
Clash of Realities - 11th International Conference on the Art, Technology and Theory of Digital Games, 2021

Document language
English

Publication Year
2022

Publisher
transcript Verlag

City
Bielefeld

Page/Pages
260 p.

Series
Studies of Digital Media Culture, 15

DOI
https://doi.org/10.14361/9783839462645

ISSN
2702-8259

ISBN
978-3-8394-6264-5

Status
Published Version; reviewed

Licence
Creative Commons - Attribution-ShareAlike 4.0


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