E-Book Overview
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.
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PALGRAVE STUDIES IN CYBERPSYCHOLOGY SERIES EDITOR: JENS BINDER
Video Games and Well-being Press Start Edited by Rachel Kowert
Palgrave Studies in Cyberpsychology Series Editor Jens Binder Nottingham Trent University Nottingham, UK
Palgrave Studies in Cyberpsychology aims to foster and to chart the scope of research driven by a psychological understanding of the effects of the ‘new technology’ that is shaping our world after the digital revolution. The series takes an inclusive approach and considers all aspects of human behaviours and experiential states in relation to digital technologies, to the Internet, and to virtual environments. As such, Cyberpsychology reaches out to several neighbouring disciplines, from Human-Computer Interaction to Media and Communication Studies. A core question underpinning the series concerns the actual psychological novelty of new technology. To what extent do we need to expand conventional theories and models to account for cyberpsychological phenomena? At which points is the ubiquitous digitisation of our everyday lives shifting the focus of research questions and research needs? Where do we see implications for our psychological functioning that are likely to outlast shortlived fashions in technology use? More information about this series at http://www.palgrave.com/gp/series/14636
Rachel Kowert Editor
Video Games and Well-being Press Start
Editor Rachel Kowert Take This Seattle, WA, USA
Palgrave Studies in Cyberpsychology ISBN 978-3-030-32769-9 ISBN 978-3-030-32770-5 (eBook) https://doi.org/10.1007/978-3-030-32770-5 © The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerland AG 2020 This work is subject to copyright. All rights are solely and exclusively licensed by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. The use of general descriptive names, registered names, trademarks, service marks, etc. in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant protective laws and regulations and therefore free for general use. The publisher, the authors and the editors are safe to assume that the advice and information in this book are believed to be true and accurate at the date of publication. Neither the publisher nor the authors or the editors give a warranty, expressed or implied, with respect to the material contained herein or for any errors or omissions that may have been made. The pub