Video Games and Well-being -

Video Games and Well-being

Press Start

Rachel Kowert (Herausgeber)

Buch | Softcover
XVII, 166 Seiten
2020 | 1st ed. 2020
Springer International Publishing (Verlag)
978-3-030-32772-9 (ISBN)
58,84 inkl. MwSt
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.

lt;b>Rachel Kowert is the Research Director of Take This, a US non-profit mental health organization that provides resources and information to the gaming industry and gaming communities. As a research psychologist, she has been studying games and gamers for more than 10 years with a specific focus on video game effects.  She has published multiple scientific articles and books on this topic.

Preface; Eve Crevoshay.- Chapter 1: Digital games and well-being: An overview; Felix Reer, Thorsten Quandt.- Chapter 2: Press Reset; Chelsea Hughes.- Chapter 3: Explore the Map; Shane Tilton.- Chapter 4: Oh me, Oh My! Identity development through video games; Sarah Sawyer.- Chapter 5: Forever questing and "gitting gud"; Jamie Madigan.- Chapter 6: +1 Strength, +1 Faith: Positive psychology and gaming; Ryan Kelly.- Chapter 7: Gaming the mind and minding the game: Mindfulness and flow in video games; Mark Cruea.- Chapter 8: Follow the Trail of Enemies; Emory Stephen Daniel.- Chapter 9: You are the one foretold; Finding yourself through the journey; Megan Connell, Kelli Dunlap.- Chapter 10: Extra lives; Raffael Boccamazzo.- Chapter 11: Concluding comments; Rachel Kowert.

"This is an interesting book. Video games and well-being is an evangelistic work, defending the worth of video games in providing innocent pleasure along with educational, intellectual, and emotional value. ... Whether video games will be a valuable tool in the psychological growth of 21st century youth will be determined by clinical studies and, more importantly, the test of time." (James Van Speybroeck, Computing Reviews, February 4, 2021)

"The book is worthwhile reading as it provides you with a solid understanding how video games can help us grow, learn, thrive, and acquire new skills. It is a must-read book for parents who are perturbed with their children being confirmed gamers. ... the book should be considered a good choice for game developers who want to understand how to entice people into buying a brand-new game and at the same time to push up the value of it." (Kateryna Nykytchenko, Acta Ludologica, Vol. 3 (1), 2020)

Erscheinungsdatum
Reihe/Serie Palgrave Studies in Cyberpsychology
Zusatzinfo XVII, 166 p. 1 illus.
Verlagsort Cham
Sprache englisch
Maße 148 x 210 mm
Gewicht 252 g
Themenwelt Geisteswissenschaften Psychologie Klinische Psychologie
Medizin / Pharmazie Medizinische Fachgebiete Psychiatrie / Psychotherapie
Schlagworte Counselling • Cyberpsychology • Game Studies • geek therapy • Goal Setting • Happiness Studies • ludology • Media Studies • positive psychology • Resilience • skill building • video games • well-being
ISBN-10 3-030-32772-8 / 3030327728
ISBN-13 978-3-030-32772-9 / 9783030327729
Zustand Neuware
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