Video Games and Well-being

Press Start

Rachel Kowert editor

Format:Hardback

Publisher:Springer Nature Switzerland AG

Published:19th Dec '19

Currently unavailable, and unfortunately no date known when it will be back

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Video Games and Well-being cover

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.

“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)

ISBN: 9783030327699

Dimensions: unknown

Weight: unknown

166 pages

1st ed. 2020