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...

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Main Authors: Jimena Aguilar, Federico Alvarez Igarzábal, Michael S. Debus, Curtis L. Maughan, Su-Jin Song, Miruna Vozaru, Felix Zimmermann
Format: Book
Published: transcript 2022
Subjects:
Online Access:View this record in EBSCOhost
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          Michael S. Debus
          Curtis L. Maughan
          Su-Jin Song
          Miruna Vozaru
          Felix Zimmermann
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        au:
          Jimena Aguilar
          Federico Alvarez Igarzábal
          Michael S. Debus
          Curtis L. Maughan
          Su-Jin Song
          Miruna Vozaru
          Felix Zimmermann
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        Video games--Psychological aspects
        Social sciences
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          MEDICAL / Mental Health
          COMPUTERS / Virtual & Augmented Reality
          SOCIAL SCIENCE / Media Studies
          Video games--Psychological aspects
          Social sciences
      ab: 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.
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