TY - BOOK AU - Aguilar Rodríguez,Jimena AU - Aguilar Rodríguez,Jimena AU - Aller,Katja AU - Alvarez Igarzábal,Federico AU - Alvarez Igarzábal,Federico AU - Augusto Bordini,Rogério AU - Bühler,Nils AU - Debus,Michael S. AU - Debus,Michael S. AU - Dunlap,Kelli AU - Fizek,Sonia AU - Freyermuth,Gundolf S. AU - Jung Johansen,Jonathan AU - Korn,Oliver AU - Leichter,Magdalena AU - Lundedal Nielsen,Rune Kristian AU - Maughan,Curtis L. AU - Maughan,Curtis L. AU - Nguyen,Anh-Thu AU - Nickel,Vadim AU - Panic-Cidic,Natali AU - Redecker,Björn AU - Song,Su-Jin AU - Song,Su-Jin AU - Vozaru,Miruna AU - Vozaru,Miruna AU - Zimmermann,Felix AU - Zimmermann,Felix ED - BMBF Fördervorhaben 16TOA002 TI - Mental Health | Atmospheres | Video Games: New Directions in Game Research II T2 - Bild und Bit SN - 9783839462645 PY - 2022///] CY - Bielefeld : PB - transcript Verlag, KW - Ambience KW - Atmosphere KW - Computer Games KW - Media Aesthetics KW - Media Studies KW - Media KW - Medicine KW - Mental Health KW - Play KW - Popular Culture KW - SOCIAL SCIENCE / Media Studies KW - bisacsh N1 - Frontmatter --; Table of Contents --; Preface --; Acknowledgments --; Mental Health --; Play, Games, Mental Health --; Gaming Disorder - a "lousy" and "meaningless" label --; Protecting the Youth by Controlling the Ludic --; Mindspaces --; Reclaiming Agency --; Digital Fictions: Towards Designing Narrative Driven Games as Therapy --; Gamification and Mobile Apps: Allies in Reducing Loneliness Among Young Adults --; Mental Health of Twitch Streamers During COVID-19 --; The End is Never The End is Never The End --; Atmospheres --; Introduction: Slow Play --; Cool Games, Cool Japan --; "Wind's howling." Meteorological Phenomena as Atmospheres in Digital Games --; I Don't Feel at Home in this Game Anymore --; Generative Atmospheres --; Sounding the Atmosphere --; Systemically Implied Atmospheres --; Conclusion: Toward an Atmospherology of Digital Games --; Contributors N2 - 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 UR - https://doi.org/10.1515/9783839462645?locatt=mode:legacy UR - https://www.degruyter.com/isbn/9783839462645 UR - https://www.degruyter.com/document/cover/isbn/9783839462645/original ER -