Non-Fiction Books:

Video Games and Mental Health

Perspectives of Psychology and Game Design
Click to share your rating 0 ratings (0.0/5.0 average) Thanks for your vote!

Format:

Paperback / softback
$105.00
Releases

Pre-order to reserve stock from our first shipment. Your credit card will not be charged until your order is ready to ship.

Available for pre-order now
Free Delivery with Primate
Join Now

Free 14 day free trial, cancel anytime.

Buy Now, Pay Later with:

4 payments of $26.25 with Afterpay Learn more

6 weekly interest-free payments of $17.50 with Laybuy Learn more

Pre-order Price Guarantee

If you pre-order an item and the price drops before the release date, you'll pay the lowest price. This happens automatically when you pre-order and pay by credit card or pickup.

If paying by PayPal, Afterpay, Laybuy, Zip, Klarna, POLi, Online EFTPOS or internet banking, and the price drops after you have paid, you can ask for the difference to be refunded.

If Mighty Ape's price changes before release, you'll pay the lowest price.

Availability

This product will be released on

Delivering to:

It should arrive:

  • 24 Jun - 1 Jul using International Courier

Description

How do video games and mental health intersect from the perspectives of psychology and game design? In recent years, the topic of mental health has gained tremendous importance for the games industry, affecting both the applied and entertainment games sectors. The former draws from established practices in diagnostics, digital medicine, therapy, and self-help to develop innovative and accessible tools; the latter follows in the tradition of games d'auteur, addressing the topic of mental health from a personal perspective. The contributors to this volume inspect current trends and future perspectives related to these phenomena to inform the work of psychologists and game designers.

Author Biography:

Federico Alvarez Igarz�bal (Dr.) works at the Cologne Game Lab of Technische Hochschule K�ln as researcher and project coordinator for the ISEDA project. The goal of this project is to deliver a series of tools and strategies, including a serious game, to combat domestic violence in Europe. Previously, he was a postdoctoral researcher for the project VIRTUALTIMES, aimed at developing virtual environments to treat and diagnose psychopathologies like depression. He conducted his Ph.D. at Universit�t K�ln and Technische Hochschule K�ln on the topic of �Time and Space in Video Games�. Emmanuel Guardiola (Prof.) is a veteran of the video game industry with expertise in game design methodologies and over 30 major titles released for publishers and independent studios. With a Ph.D. in computer science, he is now head of research at the Cologne Game Lab - Technische Hochschule K�ln. In the field of game design research he focuses on models, processes, characteristics of the gameplay experience, and how we can apply these findings to education, health, psychology or humanitarian causes. Carmen Johann, born in 1987, is a game and UX designer, researcher, developer, and interdisciplinary designer for interactive media. At the Cologne Game Lab, she is in charge of conception, prototyping, iterating, evaluating, and shipping serious games in an agile team environment. In her current project SOLVE, Carmen and the interdisciplinary team created a stealthy mental health game for target groups with specific needs to learn about their personality traits and create change in decision-making through gameplay. Katharina Tillmanns is a researcher, designer and lecturer for playful immersive media at the Cologne Game Lab, an Institute for Game Development and Research at TH K�ln. In her studies and work, she explores and promotes the expressive qualities of immersive media in the context of art, education and entertainment. A founder and director of the artistic research event SomaFest XR festival and the Notgames Fest series (2011-15), and a founder and former co-president of the Games for Change Europe Network, Katharina has been pioneering in connecting academics, designers and the general public in exploring and discussing cutting edge technology and expressive design.
Release date NZ
June 17th, 2024
Audience
  • Professional & Vocational
Contributors
  • Edited by Carmen Johann
  • Edited by Emmanuel Guardiola
  • Edited by Federico Alvarez Igarzabal
  • Edited by Katharina Tillmanns
Pages
250
ISBN-13
9783837668568
Product ID
38195002

Customer previews

Nobody has previewed this product yet. You could be the first!

Write a Preview

Help & options

Filed under...