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

ISBN 978-3-8376-6264-1 (print); 978-3-8394-6264-5 (pdf)

CC BY-SA

"An exploration of the video games as an atmospheric medium questioning its impact on us and our mental health." (Publisher description)
MENTAL HEALTH
Play, Games, Mental Health. An Introduction / Federico Alvarez Igarzábal, Michael S. Debus, Curtis L. Maughan, Su-Jin Song, 15
Gaming Disorder - a "lousy" and "meaningless" label / Rune Kristian Lundedal Nielsen, 21
Protecting the Youth by Controlling the Ludic. Indexing Practices in 1980s West Germany / Nils Bühler, 35
Mindspaces. The Mind as a Visual and Ludic Artifact / Anh-Thu Nguyen, 51
Reclaiming Agency. Engaging Non-Human Agency for a Nuanced Portrayal of Mental Distress and Recovery / Miruna Vozaru, 63
Digital Fictions: Towards Designing Narrative Driven Games as Therapy / Natali Panic-Cidic, 77
Gamification and Mobile Apps: Allies in Reducing Loneliness Among Young Adults / Rogério Augusto Bordini, Oliver Korn, 87
Mental Health of Twitch Streamers During COVID-19 / Kelli Dunlap, 103
The End is Never The End is Never The End. A Conclusion / Miruna Vozaru, 117
ATMOSPHERES
Introduction: Slow Play. Notes on Enveloping Ambience in Video Games / Sonia Fizek, 129
Cool Games, Cool Japan. Staged Atmospheres in CYBERPUNK 2077 and GHOST OF TSUSHIMA / Anh-Thu Nguyen, 147
"Wind's howling." Meteorological Phenomena as Atmospheres in Digital Games / Magdalena Leichter, 161
I Don't Feel at Home in this Game Anymore. A Closer Look at Uncanny Atmospheres in Walking Simulators / Katja Aller, 177
Generative Atmospheres Ambient Modes of Experience in Digital Games / Vadim Nickel, 195
Sounding the Atmosphere / Björn Redecker, 209
Systemically Implied Atmospheres. Towards a Mechanistic Understanding of Atmosphere in Pen and Paper Roleplaying Games / Jonathan Jung Johansen, 227
Conclusion: Toward an Atmospherology of Digital Games / Felix Zimmermann, 243