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VIDEO GAMES AND WELL-BEING: PRESS START

Felix Reer, Thorsten Quandt, Chelsea Hughes, Shane Tilton, Sarah Sawyer, Jamie Madigan, Ryan Kelly, Mark D. Cruea, Emory S. Daniel Jr., Megan Connell, Kelli Dunlap, Raffael Boccamazzo, Rachel Kowert



 

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.

 

PUBLICATION DETAILS

LANGUAGE

BINDING

EDITION

ISBN

YEAR

PAGES

English

Hardcover


9783030327699

2019

183

English

Paperback


9783030327729

2020

183

English

eBook


N/A

2019

183

 

TAGS


Publishers: #Palgrave (Palgrave)

Languages: #English 

Genres: #Psychology


Companies:

N/A


Public Figures: N/A


Games: N/A


Misc:

#PalgraveStudiesInCyberPsychology (Palgrave Studies In Cyberpsychology)

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