Mental Health | Atmospheres | Video Games

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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collection Directory of Open Access Books
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.
format Online
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institution Directory of Open Access Books
language eng
publishDate 2022
publishDateRange 2022
publishDateSort 2022
publisher transcript Verlag
publisherStr transcript Verlag
record_format ojs
spelling doab-20.500.12854ir-939372025-08-13T13:41:33Z Mental Health | Atmospheres | Video Games Aguilar Rodríguez, Jimena Alvarez Igarzábal, Federico Debus, Michael S. Maughan, Curtis L. Song, Su-Jin Vozaru, Miruna Zimmermann, Felix Video Games Mental Health Atmosphere Ambience Play Media Popular Culture Medicine Computer Games Media Aesthetics Media Studies thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies thema EDItEUR::M Medicine and Nursing::MB Medicine: general issues thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies thema EDItEUR::M Medicine and Nursing::MB Medicine: general issues 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. 2022-11-19T04:02:13Z 2022-11-19T04:02:13Z 2022-11-18T16:27:47Z 2022 book ONIX_20221118_9783839462645_4 OCN: 1349351501 https://library.oapen.org/handle/20.500.12657/59397 9783839462645 9783837662641 9783732862641 https://directory.doabooks.org/handle/20.500.12854/93937 eng Bild und Bit. Studien zur digitalen Medienkultur open access image/jpeg image/jpeg image/jpeg Attribution-ShareAlike 4.0 International Attribution-ShareAlike 4.0 International Attribution-ShareAlike 4.0 International https://library.oapen.org/bitstream/20.500.12657/59397/1/9783839462645.pdf https://library.oapen.org/bitstream/20.500.12657/59397/1/9783839462645.pdf https://library.oapen.org/bitstream/20.500.12657/59397/1/9783839462645.pdf transcript Verlag transcript Verlag 10.14361/9783839462645 10.14361/9783839462645 7e97f9b9-be2b-4d9c-a928-3c8ebdfa443c 9783839462645 9783837662641 9783732862641 transcript Verlag 262 Bielefeld open access
spellingShingle Video Games
Mental Health
Atmosphere
Ambience
Play
Media
Popular Culture
Medicine
Computer Games
Media Aesthetics
Media Studies
thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies
thema EDItEUR::M Medicine and Nursing::MB Medicine: general issues
thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies
thema EDItEUR::M Medicine and Nursing::MB Medicine: general issues
Mental Health | Atmospheres | Video Games
title Mental Health | Atmospheres | Video Games
title_full Mental Health | Atmospheres | Video Games
title_fullStr Mental Health | Atmospheres | Video Games
title_full_unstemmed Mental Health | Atmospheres | Video Games
title_short Mental Health | Atmospheres | Video Games
title_sort mental health atmospheres video games
topic Video Games
Mental Health
Atmosphere
Ambience
Play
Media
Popular Culture
Medicine
Computer Games
Media Aesthetics
Media Studies
thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies
thema EDItEUR::M Medicine and Nursing::MB Medicine: general issues
thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies
thema EDItEUR::M Medicine and Nursing::MB Medicine: general issues
topic_facet Video Games
Mental Health
Atmosphere
Ambience
Play
Media
Popular Culture
Medicine
Computer Games
Media Aesthetics
Media Studies
thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies
thema EDItEUR::M Medicine and Nursing::MB Medicine: general issues
thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies
thema EDItEUR::M Medicine and Nursing::MB Medicine: general issues
url ONIX_20221118_9783839462645_4