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Mental Health | Atmospheres | Video Games

New Directions in Game Research II
Book Hero Magic crafted this summary to help describe this book. While it's new and still learning, it may not be perfect - your feedback is welcome! Summary
Mental Health | Atmospheres | Video Games investigates the profound impact of video games on our emotions and mental well-being. The book explores how immersive virtual environments shape our perceptions of ourselves and the world, examining whether games serve as a mental health risk or a supportive ally during challenging times. It compiles insightful papers from the Young Academics Workshop at the Clash of Realities conferences of 2019 and 2020, offering a comprehensive look at videogames as powerful atmospheric media.
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Format: Paperback / softback
$9499
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Book Hero Magic created this recommendation. While it's new and still learning, it may not be perfect - your feedback is welcome! IS THIS YOUR NEXT READ?

This volume is ideal for educators, researchers, mental health professionals, and gamers interested in the intersection of gaming, psychology, and media studies.

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An exploration of the video game as an atmospheric medium questioning its impact on us and our mental health.

Book Hero Magic formatted this description to make it easier to read. While it's new and still learning, it may not be perfect - your feedback is welcome! Description

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.

Series: Studies of Digital Media Culture

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Book Details

INFORMATION

ISBN: 9783837662641

Publisher: Transcript Verlag

Format: Paperback / softback

Date Published: 04 October 2022

Country: Germany

Imprint: Transcript Verlag

Contributors:

  • Edited by Jimena Aguilar Rodriguez
  • Edited by Federico Alvarez Igarzabal
  • Edited by Michael S. Debus
  • Edited by Curtis L. Maughan
  • Edited by Su-Jin Song
  • Edited by Miruna Vozaru
  • Edited by Felix Zimmermann

Audience: Professional and scholarly

DIMENSIONS

Spine width: 1.0mm

Width: 15.0mm

Height: 23.0mm

Weight: 369g

Pages: 262

About the Author

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«. 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. 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. Felix Zimmermann (Dr.) ist Referent für Games-Kultur, politische Bildung und Extremismus bei der Bundeszentrale für politische Bildung.

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