Mental Health | Atmospheres | Video Games
Title | Mental Health | Atmospheres | Video Games PDF eBook |
Author | Jimena Aguilar Rodríguez |
Publisher | |
Total Pages | 290 |
Release | 2022-10 |
Genre | |
ISBN | 9783837662641 |
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.
Mental Health | Atmospheres | Video Games
Title | Mental Health | Atmospheres | Video Games PDF eBook |
Author | Jimena Aguilar Rodríguez |
Publisher | transcript Verlag |
Total Pages | 275 |
Release | 2022-10-31 |
Genre | Social Science |
ISBN | 373286264X |
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.
Mental Health, Atmospheres, Video Games
Title | Mental Health, Atmospheres, Video Games PDF eBook |
Author | Jimena Aguilar Rodríguez |
Publisher | |
Total Pages | 0 |
Release | 2022 |
Genre | Video games |
ISBN |
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.
Video Games and Well-being
Title | Video Games and Well-being PDF eBook |
Author | Rachel Kowert |
Publisher | Palgrave Pivot |
Total Pages | 166 |
Release | 2021-01-02 |
Genre | Psychology |
ISBN | 9783030327729 |
This book examines how video game mechanics and narratives can teach players skills associated with increased psychological well-being. It integrates research from psychology, education, ludology, media studies, and communication science to demonstrate how game play can teach skills that have long been associated with increased happiness and prolonged life satisfaction, including flexible thinking, openness to experience, self-care, a growth mindset, solution-focused thinking, mindfulness, persistence, self-discovery and resilience. The chapters in this volume are written by leading voices in the field of game studies, including researchers from academia, the video gaming industry, and mental health practitioners paving the way in the field of “geek therapy.” This book will advance our understanding of the potential of video games to increase our psychological well-being by helping to mitigate depression, anxiety, and stress and foster persistence, self-care, and resilience.
Working with Video Gamers and Games in Therapy
Title | Working with Video Gamers and Games in Therapy PDF eBook |
Author | Anthony M. Bean |
Publisher | Routledge |
Total Pages | 170 |
Release | 2018-06-18 |
Genre | Psychology |
ISBN | 1351700677 |
Working with Video Gamers and Games in Therapy moves beyond stereotypes about video game addiction and violence to consider the role that games play in psychological experiences and mental health. Chapters examine the factors that compel individual gamers to select and identify with particular games and characters, as well as the different play styles, genres, and archetypes common in video games. For clinicians looking to understand their clients’ relationships with video games or to use games as a therapeutic resource in their own practice, this is a thoughtful, comprehensive, and timely resource.
Video Game Influences on Aggression, Cognition, and Attention
Title | Video Game Influences on Aggression, Cognition, and Attention PDF eBook |
Author | Christopher J. Ferguson |
Publisher | Springer |
Total Pages | 203 |
Release | 2018-08-21 |
Genre | Psychology |
ISBN | 3319954954 |
This book addresses the ongoing scientific debates regarding video games and their effects on players. The book features opposing perspectives and offers point and counterpoint exchanges in which researchers on both sides of a specific topic make their best case for their findings and analysis. Chapters cover both positive and negative effects of video games on players’ behavior and cognition, from contributing to violence and alienation to promoting therapeutic outcomes for types of cognitive dysfunction. The contrasting viewpoints model presents respectful scientific debate, encourages open dialogue, and allows readers to come to informed conclusions. Key questions addressed include: · Do violent video games promote violence? · Does video game addiction exist? · Should parents limit children’s use of interactive media? · Do action video games promote visual attention? · Does sexist content in video games promote misogyny in real life? · Can video games slow the progress of dementia? · Are video games socially isolating? Video Game Influences on Aggression, Cognition, and Attention is a must-have resource for researchers, clinicians and professionals as well as graduate students in developmental psychology, social work, educational policy and politics, criminology/criminal justice, child and school psychology, sociology, media law, and other related disciplines.
Video Games in Psychotherapy
Title | Video Games in Psychotherapy PDF eBook |
Author | Robert Rice |
Publisher | Taylor & Francis |
Total Pages | 249 |
Release | 2022-08-22 |
Genre | Games & Activities |
ISBN | 1000619982 |
Video Games in Psychotherapy provides the reader with a practical session-by-session framework for using video games, interactive media, and gaming metaphors to help make the process of psychotherapy more engaging for today’s youth. Using concepts from narrative, collaborative, cognitive behavioral, and other evidenced-based approaches to psychotherapy, the book gives examples of possible therapist questions, responses, and activities involving language and concepts that are appealing to young gamers. Addressing issues with psychophysiological self-regulation, anxiety disorders, and autism spectrum disorders, among others, this book uses multiple case examples to demonstrate each idea and is written in a way that is understandable for all mental health providers, regardless of their own familiarity with gaming. A review of over 40 popular video games with specific ideas for their use in psychotherapy is provided, allowing mental health providers to easily individualize therapy based on client goals and gaming preferences. Concepts for individual and group psychotherapy using games and interactive media, ranging from Pac Man to virtual reality, are also covered. Providing the reader with useful templates, worksheets, and other therapy resources, this book is a must-have for mental health providers working with children, adolescents, and transition-age youth.