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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Bibliographic Details
Corporate Author: Walter de Gruyter & Co
Other Authors: Aguilar Rodríguez, Jimena (Editor)
Format: eBook
Language:English
Published: Bielefeld : transcript , 2022.
Series:Studies of digital media culture ; v. 15.
Subjects:
Online Access:Connect to the full text of this electronic book
Description
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.
Physical Description:1 online resource.
Bibliography:Includes bibliographical references.
ISBN:9783732862641
373286264X
9783839462645
3839462649