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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1. Verfasser: Jimena Aguilar Rodríguez, Federico Alvarez Igarzábal, Michael S. Debus, Curtis L. Maughan, Su-Jin Song, Miruna Vozaru, Felix Zimmermann
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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.
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source De Gruyter Open Access Books; OAPEN; DOAB: Directory of Open Access Books
subjects Ambience
Atmosphere
Computer Games
Computerspiel
Cultural and media studies
elektronische Medien
interaktive
Media
Media Aesthetics
Media studies
Medicine
Medicine and Nursing
Medicine: general issues
Mental Health
Popular Culture
Publizistische Medien, Journalismus,Verlagswesen
Social interaction
SOCIAL SCIENCE
Society and culture: general
Society and Social Sciences
Video Games
title Mental Health | Atmospheres | Video Games: New Directions in Game Research II
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