Games

In the last decade, digital games have been reinvented as vehicles of self-expression, sense-making, empathy, and healing, rather than just as tools of distraction from pain or discomfort. But aren't games supposed to whisk us away to a magical world of fun and fantasy and distract us from real...

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Bibliographic Details
Main Author Danilovic, Sandra (Author)
Format Electronic eBook
LanguageEnglish
Published Bingley, U.K. : Emerald Publishing Limited, 2024.
SeriesArts for health.
Subjects
Online AccessFull text
ISBN9781800435964
DOI10.1108/9781800435940
Physical Description1 online resource (160 pages)

Cover

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100 1 |a Danilovic, Sandra,  |e author. 
245 1 0 |a Games /  |c authored by Sandra Danilovic (Assistant Professor in Game Design & Development at Wilfrid Laurier University, Canada). 
264 1 |a Bingley, U.K. :  |b Emerald Publishing Limited,  |c 2024. 
264 4 |c ©2024 
300 |a 1 online resource (160 pages) 
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490 1 |a Arts for health 
500 |a Includes index. 
504 |a Includes bibliographical references. 
505 0 |a Chapter 1. Games for Creative Health -- Chapter 2. Games in Medicine -- Chapter 3. Games for Creative Mental Health -- Chapter 4. Empathy Games -- Chapter 5. Community Care Games -- Chapter 6. Accessible Games -- Chapter 7. Making Games for Creative Health: A DIY Guide Conclusion. 
520 |a In the last decade, digital games have been reinvented as vehicles of self-expression, sense-making, empathy, and healing, rather than just as tools of distraction from pain or discomfort. But aren't games supposed to whisk us away to a magical world of fun and fantasy and distract us from reality? Why would we want to confront life's challenges or hardships, for example, terminal illness, when playing a game? Reimagining how we understand health, illness, life, and death, gaming expert Sandra Danilovic advocates for the potential games have to transform healthcare practices beyond the clinic or hospital in the way we care for each other and for ourselves. From the experimental and the accessible to virtual reality and interactive fiction, and even providing a DIY guide for creating your own digital games, Danilovic draws on the untapped resources this emerging art form has to offer for exploring health and healthcare experiences more fully and inclusively. Bridging the virtual world of gaming with our physical reality, Danilovic delivers a new paradigm for thinking about games as a dynamic art technology that can transform how we understand, represent, practice, and support our health and well-being, making this a must-read for healthcare practitioners, family carers, and researchers in health humanities, as well as the curious amateur gamer. 
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650 0 |a Games  |x Psychological aspects. 
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655 9 |a electronic books  |2 eczenas 
776 0 8 |i Print version:  |z 9781800435971 
776 0 8 |i PDF version:  |z 9781800435940 
830 0 |a Arts for health. 
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