Miscellany:
Mental Health | Atmospheres | Video Games. New Directions in Game Research II

Abstract

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.

Preferred Citation
BibTex
Aguilar Rodríguez; Jimena; Alvarez Igarzábal, Federico; Debus, Michael S.; Maughan, Curtis L.; Song, Su-Jin; Vozaru, Miruna; Zimmermann, Felix(Hg.): Mental Health | Atmospheres | Video Games. New Directions in Game Research II. Bielefeld: transcript 2022. DOI: http://dx.doi.org/10.25969/mediarep/19361.
@BOOK{Aguilar Rodríguez; Jimena; Alvarez Igarzábal2022,
 title = {Mental Health | Atmospheres | Video Games. New Directions in Game Research II},
 year = 2022,
 doi = "\url{http://dx.doi.org/10.25969/mediarep/19361}",
 editor = {Aguilar Rodríguez and Jimena and Alvarez Igarzábal, Federico and Debus, Michael S. and Maughan, Curtis L. and Song, Su-Jin and Vozaru, Miruna and Zimmermann, Felix},
 volume = 15,
 address = {Bielefeld},
 series = {Studies of Digital Media Culture},
 publisher = {transcript},
 isbn = {978-3-8394-6264-5},
}
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