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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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Format:
Book
Conference/Event
Contributor:
Aguilar Rodríguez, Jimena, contributor., editor.
Aller, Katja, contributor., contributor., editor.
Alvarez Igarzábal, Federico, contributor., editor.
Augusto Bordini, Rogério, Contributor.
Bühler, Nils, Contributor.
Debus, Michael S., contributor., editor.
Dunlap, Kelli, Contributor.
Fizek, Sonia, Contributor.
Freyermuth, Gundolf S., Contributor.
Jung Johansen, Jonathan, Contributor.
Korn, Oliver, Contributor.
Leichter, Magdalena, Contributor.
Lundedal Nielsen, Rune Kristian, Contributor.
Maughan, Curtis L., contributor., editor.
Maughan, Curtis L., Editor.
Nguyễn, Anh Thư, Contributor.
Nickel, Vadim, Contributor.
Panic-Cidic, Natali, Contributor.
Redecker, Björn, Contributor.
Song, Su-jin, Contributor.
Song, Su-Jin, Editor.
Vozaru, Miruna, Contributor.
Zimmermann, Felix, contributor., editor.
BMBF Fördervorhaben 16TOA002, Funder.
Conference Name:
Clash of Realities (10th : 2019 : Cologne, Germany)
Clash of Realities (11th : 2020 : Online)
Series:
Studies of digital media culture ; v. 15.
Language:
English
Subjects (All):
Video games--Psychological aspects.
Video games.
Mass media.
Physical Description:
1 online resource (262 pages) : illustrations, screen captures.
Edition:
First edition.
Other Title:
Mental Health, Atmospheres, Video Games : New Directions in Game Research II
Mental Health, Atmospheres, Video Games : New Directions in Game Research 2
Place of Publication:
Bielefeld : transcript Verlag, [2022]
Language Note:
In English.
Biography/History:
Alvarez Igarzábal Federico : Federico Alvarez Igarzábal is a postdoctoral researcher at the Institute for Frontier Areas of Psychology and Mental Health in Freiburg, Germany, working in the EU-funded project VIRTUALTIMES. His research focuses primarily on the temporality of video games from a formalist and cognitive-scientific perspective. He obtained his PhD at the Institute of Media Culture and Theatre of the University of Cologne and the Cologne Game Lab of the TH Köln in 2018 with his thesis »Time and Space in Video Games«.Debus Michael S. : Michael S. Debus conducted his PhD research as part of the Making Sense of Games project at the Center for Computer Games Research at the IT University of Copenhagen from 2016-2019. His research focuses on the analysis and synthesis of existing game ontologies into a clearer terminology for the study of games. He has published papers about the ontology of navigation in videogames and metagames.Maughan Curtis L. : Curtis L. Maughan is a PhD candidate in the Department of German, Russian and East European Studies at Vanderbilt University. From 2016-2019, Curtis managed the Master's program in Game Development and Research at the Cologne Game Lab. His research interests include surveillance and interactivity, narratology and digital games, and the novellas of Thomas Mann and Heinrich von Kleist. His dissertation project examines flanerie in the context of open world gameplay trends and game design practices.Zimmermann Felix : Felix Zimmermann (Dr.) ist Referent für Games-Kultur, politische Bildung und Extremismus bei der Bundeszentrale für politische Bildung.
Summary:
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.
Contents:
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
Notes:
This eBook is made available Open Access under a CC BY-SA 4.0 license: https://creativecommons.org/licenses/by-sa/4.0 https://www.degruyter.com/dg/page/open-access-policy
Description based on online resource; title from PDF title page (publisher's Web site, viewed 07. Nov 2022)
Description based on publisher supplied metadata and other sources.
ISBN:
9783839462645
3839462649
OCLC:
1349351501

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