Mental Health | Atmospheres | Video Games

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Publisher :
ISBN 13 : 9783837662641
Total Pages : 290 pages
Book Rating : 4.6/5 (626 download)

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Book Synopsis Mental Health | Atmospheres | Video Games by : Jimena Aguilar Rodríguez

Download or read book Mental Health | Atmospheres | Video Games written by Jimena Aguilar Rodríguez and published by . This book was released on 2022-10 with total page 290 pages. Available in PDF, EPUB and Kindle. Book excerpt: Gaming has never been disconnected from reality. When we engage with ever more lavish virtual worlds, something happens to us. The game imposes itself on us and influences how we feel about it, the world, and ourselves. How do games accomplish this and to what end? The contributors explore the video game as an atmospheric medium of hitherto unimagined potential. Is the medium too powerful, too influential? A danger to our mental health or an ally through even the darkest of times? This volume compiles papers from the Young Academics Workshop at the Clash of Realities conferences of 2019 and 2020 to provide answers to these questions.

Mental Health | Atmospheres | Video Games

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Publisher : transcript Verlag
ISBN 13 : 3839462649
Total Pages : 263 pages
Book Rating : 4.8/5 (394 download)

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Book Synopsis Mental Health | Atmospheres | Video Games by : Jimena Aguilar Rodríguez

Download or read book Mental Health | Atmospheres | Video Games written by Jimena Aguilar Rodríguez and published by transcript Verlag. This book was released on 2022-10-31 with total page 263 pages. Available in PDF, EPUB and Kindle. Book excerpt: Gaming has never been disconnected from reality. When we engage with ever more lavish virtual worlds, something happens to us. The game imposes itself on us and influences how we feel about it, the world, and ourselves. How do games accomplish this and to what end? The contributors explore the video game as an atmospheric medium of hitherto unimagined potential. Is the medium too powerful, too influential? A danger to our mental health or an ally through even the darkest of times? This volume compiles papers from the Young Academics Workshop at the Clash of Realities conferences of 2019 and 2020 to provide answers to these questions.

Video Games and Well-being

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Publisher : Palgrave Pivot
ISBN 13 : 9783030327729
Total Pages : 166 pages
Book Rating : 4.3/5 (277 download)

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Book Synopsis Video Games and Well-being by : Rachel Kowert

Download or read book Video Games and Well-being written by Rachel Kowert and published by Palgrave Pivot. This book was released on 2021-01-02 with total page 166 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Working with Video Gamers and Games in Therapy

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Publisher : Routledge
ISBN 13 : 1351700677
Total Pages : 170 pages
Book Rating : 4.3/5 (517 download)

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Book Synopsis Working with Video Gamers and Games in Therapy by : Anthony M. Bean

Download or read book Working with Video Gamers and Games in Therapy written by Anthony M. Bean and published by Routledge. This book was released on 2018-06-18 with total page 170 pages. Available in PDF, EPUB and Kindle. Book excerpt: Working with Video Gamers and Games in Therapy moves beyond stereotypes about video game addiction and violence to consider the role that games play in psychological experiences and mental health. Chapters examine the factors that compel individual gamers to select and identify with particular games and characters, as well as the different play styles, genres, and archetypes common in video games. For clinicians looking to understand their clients’ relationships with video games or to use games as a therapeutic resource in their own practice, this is a thoughtful, comprehensive, and timely resource.

Computers and Games for Mental Health and Well-Being

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Publisher : Frontiers Media SA
ISBN 13 : 2889454967
Total Pages : 311 pages
Book Rating : 4.8/5 (894 download)

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Book Synopsis Computers and Games for Mental Health and Well-Being by : Yasser Khazaal

Download or read book Computers and Games for Mental Health and Well-Being written by Yasser Khazaal and published by Frontiers Media SA. This book was released on 2018-07-12 with total page 311 pages. Available in PDF, EPUB and Kindle. Book excerpt: Recent years have seen important developments in the computer and game industry, including the emergence of the concept of serious games. It is hypothesized that tools such as games, virtual reality, or applications for smartphones may foster learning, enhance motivation, promote behavioral change, support psychotherapy, favor empowerment, and improve some cognitive functions. Computers and games may create supports for training or help people with cognitive, emotional, or behavioral change. Games take various formats, from board games to informatics to games with interactive rules of play. Similarly, computer tools may vary widely in format, from self-help or assisted computerized training to virtual reality or applications for smartphones. Some tools that may be helpful for mental health were specifically designed for that goal, whereas others were not. Gamification of computer-related products and games with a numeric format tend to reduce the gap between games and computers tools and increase the conceptual synergy in such fields. Games and computer design share an opportunity for creativity and innovation to help create, specifically design, and assess preventive or therapeutic tools. Computers and games share a design conception that allows innovative approaches to overcome barriers of the real world by creating their own rules. Yet, despite the potential interest in such tools to improve treatment of mental disorders and to help prevent them, the field remains understudied and information is under-disseminated in clinical practice. Some studies have shown, however, that there is potential interest and acceptability of tools that support various vehicles, rationales, objectives, and formats. These tools include traditional games (e.g., chess games), popular electronic games, board games, computer-based interventions specifically designed for psychotherapy or cognitive training, virtual reality, apps for smartphones, and so forth. Computers and games may offer a true opportunity to develop, assess, and disseminate new prevention and treatment tools for mental health and well-being. Currently, there is a strong need for state-of-the-art information to answer questions such as the following: Why develop such tools for mental health and well-being? What are the potential additions to traditional treatments? What are the best strategies or formats to improve the possible impact of these tools? Are such tools useful as a first treatment step? What is the potential of a hybrid model of care that combines traditional approaches with games and/or computers as tools? What games and applications have already been designed and studied? What is the evidence from previous studies? How can such tools be successfully designed for mental health and well-being? What is rewarding or attractive for patients in using such treatments? What are the worldwide developments in the field? Are some protocols under development? What are the barriers and challenges related to such developments? How can these tools be assessed, and how can the way that they work, and for whom, be measured? Are the potential benefits of such products specific, or can these additions be attributed to nonspecific factors? What are the users’ views on such tools? What are the possible links between such tools and social networks? Is there a gap between evidence-based results and market development? Are there any quality challenges? What future developments and studies are needed in the field?

Understanding Video Games

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Publisher : Taylor & Francis
ISBN 13 : 104000248X
Total Pages : 445 pages
Book Rating : 4.0/5 (4 download)

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Book Synopsis Understanding Video Games by : Simon Egenfeldt-Nielsen

Download or read book Understanding Video Games written by Simon Egenfeldt-Nielsen and published by Taylor & Francis. This book was released on 2024-05-08 with total page 445 pages. Available in PDF, EPUB and Kindle. Book excerpt: The fifth edition of this pioneering textbook takes video game studies into the next decade, highlighting changes in mobile, social, and casual gaming. This book introduces students to both the major theories used to analyze games, such as ludology and narratology, and the commercial and organizational aspects of the game industry. Drawing from historical and contemporary examples, this student-friendly text also explores the aesthetics of games, evaluates the cultural position of video games, and considers the potential effects of both violent and "serious" games. This new edition includes updates to the history, statistics, and developments in the vast game studies landscape throughout. The book has been expanded with additional theory, research, and insights from scholars around the world, making it more inclusive and broadening its global perspective. Extensively illustrated and featuring discussion questions, a glossary of key terms, and a detailed video game history timeline, Understanding Video Games, Fifth Edition is an indispensable resource for anyone interested in examining the ways video games are reshaping entertainment, education, and society.

Video Games in Psychotherapy

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Publisher : Taylor & Francis
ISBN 13 : 1000619982
Total Pages : 249 pages
Book Rating : 4.0/5 (6 download)

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Book Synopsis Video Games in Psychotherapy by : Robert Rice

Download or read book Video Games in Psychotherapy written by Robert Rice and published by Taylor & Francis. This book was released on 2022-08-22 with total page 249 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video Games in Psychotherapy provides the reader with a practical session-by-session framework for using video games, interactive media, and gaming metaphors to help make the process of psychotherapy more engaging for today’s youth. Using concepts from narrative, collaborative, cognitive behavioral, and other evidenced-based approaches to psychotherapy, the book gives examples of possible therapist questions, responses, and activities involving language and concepts that are appealing to young gamers. Addressing issues with psychophysiological self-regulation, anxiety disorders, and autism spectrum disorders, among others, this book uses multiple case examples to demonstrate each idea and is written in a way that is understandable for all mental health providers, regardless of their own familiarity with gaming. A review of over 40 popular video games with specific ideas for their use in psychotherapy is provided, allowing mental health providers to easily individualize therapy based on client goals and gaming preferences. Concepts for individual and group psychotherapy using games and interactive media, ranging from Pac Man to virtual reality, are also covered. Providing the reader with useful templates, worksheets, and other therapy resources, this book is a must-have for mental health providers working with children, adolescents, and transition-age youth.

Video Game Addition

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Publisher : Createspace Independent Publishing Platform
ISBN 13 : 9781519680600
Total Pages : 40 pages
Book Rating : 4.6/5 (86 download)

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Book Synopsis Video Game Addition by : Patricia a. Carlisle

Download or read book Video Game Addition written by Patricia a. Carlisle and published by Createspace Independent Publishing Platform. This book was released on 2015-12-04 with total page 40 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video game addiction often is considered a form of computer addiction or internet addiction has had more and more press over the years. Video games include computer games, console games, arcade machine games, and even cell phone, PDA, and advanced calculator games. Since the 1950s, gaming has grown into a multi-billion dollar industry. People have recently become concerned about the long-term effects of video game playing, particularly on children. Video game addiction is hypothesized to be an excessive or compulsive use of computer game or video games, which interferes with a person's everyday life. Video game addiction may present itself as compulsive game-playing; social isolation; mood swings; diminished imagination; and hyper-focus on in-game achievements, to the exclusion of the other events in life. In May 2013, the American Psychiatric Association (APA) proposed criteria for video game addiction in the Diagnostic and Statistical manual of Mental Disorders, concluding that there was insufficient evidence to include it as an official mental disorder. However, proposed criteria for "Internet Gaming Disorder" are included in Section 3, condition for further study. While Internet Gaming Disorder is proposed as a disorder, it is still discussed how much this disorder is caused by the gaming activity itself, or whether it is to some extent an effect of other disorders. Although there have been various research proving the addictiveness of video games, counterarguments also abound: For example, while research suggest people who play violent video games for an extended period of time show increase with their aggressive behavior and hostility, such claims are disputed by multiple sources. Such sources also claim that individuals who play nonviolent games showed no difference in their aggression or hostility.

The Psychology of Video Games

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Publisher : Routledge
ISBN 13 : 1000194760
Total Pages : 105 pages
Book Rating : 4.0/5 (1 download)

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Book Synopsis The Psychology of Video Games by : Celia Hodent

Download or read book The Psychology of Video Games written by Celia Hodent and published by Routledge. This book was released on 2020-10-07 with total page 105 pages. Available in PDF, EPUB and Kindle. Book excerpt: What impact can video games have on us as players? How does psychology influence video game creation? Why do some games become cultural phenomena? The Psychology of Video Games introduces the curious reader to the relationship between psychology and video games from the perspective of both game makers and players. Assuming no specialist knowledge, this concise, approachable guide is a starter book for anyone intrigued by what makes video games engaging and what is their psychological impact on gamers. It digests the research exploring the benefits gaming can have on players in relation to education and healthcare, considers the concerns over potential negative impacts such as pathological gaming, and concludes with some ethics considerations. With gaming being one of the most popular forms of entertainment today, The Psychology of Video Games shows the importance of understanding the human brain and its mental processes to foster ethical and inclusive video games.

Digital Games and Mental Health

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Publisher : Frontiers Media SA
ISBN 13 : 2889714616
Total Pages : 218 pages
Book Rating : 4.8/5 (897 download)

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Book Synopsis Digital Games and Mental Health by : Rachel Kowert

Download or read book Digital Games and Mental Health written by Rachel Kowert and published by Frontiers Media SA. This book was released on 2021-10-04 with total page 218 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Video Game Influences on Aggression, Cognition, and Attention

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Publisher : Springer
ISBN 13 : 3319954954
Total Pages : 203 pages
Book Rating : 4.3/5 (199 download)

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Book Synopsis Video Game Influences on Aggression, Cognition, and Attention by : Christopher J. Ferguson

Download or read book Video Game Influences on Aggression, Cognition, and Attention written by Christopher J. Ferguson and published by Springer. This book was released on 2018-08-21 with total page 203 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book addresses the ongoing scientific debates regarding video games and their effects on players. The book features opposing perspectives and offers point and counterpoint exchanges in which researchers on both sides of a specific topic make their best case for their findings and analysis. Chapters cover both positive and negative effects of video games on players’ behavior and cognition, from contributing to violence and alienation to promoting therapeutic outcomes for types of cognitive dysfunction. The contrasting viewpoints model presents respectful scientific debate, encourages open dialogue, and allows readers to come to informed conclusions. Key questions addressed include: · Do violent video games promote violence? · Does video game addiction exist? · Should parents limit children’s use of interactive media? · Do action video games promote visual attention? · Does sexist content in video games promote misogyny in real life? · Can video games slow the progress of dementia? · Are video games socially isolating? Video Game Influences on Aggression, Cognition, and Attention is a must-have resource for researchers, clinicians and professionals as well as graduate students in developmental psychology, social work, educational policy and politics, criminology/criminal justice, child and school psychology, sociology, media law, and other related disciplines.

Video Games and Mental Health

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Publisher : Transcript Publishing
ISBN 13 : 9783837668568
Total Pages : 0 pages
Book Rating : 4.6/5 (685 download)

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Book Synopsis Video Games and Mental Health by : Federico Alvarez Igarzábal

Download or read book Video Games and Mental Health written by Federico Alvarez Igarzábal and published by Transcript Publishing. This book was released on 2024-05-27 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Game Addiction

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Publisher : McFarland
ISBN 13 : 0786453494
Total Pages : 212 pages
Book Rating : 4.7/5 (864 download)

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Book Synopsis Game Addiction by : Neils Clark

Download or read book Game Addiction written by Neils Clark and published by McFarland. This book was released on 2009-06-08 with total page 212 pages. Available in PDF, EPUB and Kindle. Book excerpt: An eleven-year-old boy strangled an elderly woman for the equivalent of five dollars in 2007, then buried her body under a thin layer of sand. He told the police that he needed the money to play online videogames. Just a month later, an eight-year-old Norwegian boy saved his younger sister's life by threatening an attacking moose and then feigning death when the moose attacked him--skills he said he learned while playing World of Warcraft. As these two instances show, videogames affect the minds, bodies, and lives of millions of gamers, negatively and positively. This book approaches videogame addiction from a cross-disciplinary perspective, bridging the divide between liberal arts academics and clinical researchers. The topic of addiction is examined neutrally, using accepted research in neuroscience, media studies, and developmental psychology.

Depression, Mental Health and Player Satisfaction Across Games

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Publisher : Meem Publishers
ISBN 13 : 9789532337464
Total Pages : 0 pages
Book Rating : 4.3/5 (374 download)

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Book Synopsis Depression, Mental Health and Player Satisfaction Across Games by : Kureshi Alarakh

Download or read book Depression, Mental Health and Player Satisfaction Across Games written by Kureshi Alarakh and published by Meem Publishers. This book was released on 2023-07-11 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: This comparative examines the relationship between depression, mental health, and player satisfaction across different games. With the growing popularity of video games, understanding their impact on mental well-being is crucial. The research aims to analyze and compare the levels of depression, mental health, and player satisfaction among individuals engaged in various types of games. This involve participants who play different genres of games, including action, puzzle, role-playing, and sports games. Data will be collected using standardized measures of depression, mental health, and player satisfaction. The research will explore the potential variations in these factors based on the type of game being played. By conducting a comparative analysis, the study seeks to identify any significant differences in depression levels, mental health status, and player satisfaction across different game genres. The findings will shed light on the potential impact of different game types on mental well-being and overall player satisfaction. The outcomes of this research have the potential to inform mental health professionals, game developers, and policymakers about the implications of gaming on mental health. By understanding the relationship between game genre and mental well-being, appropriate interventions and strategies can be developed to promote healthy gaming habits and support the well-being of players. By exploring the variations among game genres, the research findings can contribute to a better understanding of the impact of gaming on mental well-being and inform interventions for promoting healthy gaming practices.

Gaming and Gamers in Times of Pandemic

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Publisher : Bloomsbury Publishing USA
ISBN 13 :
Total Pages : 353 pages
Book Rating : 4.7/5 (651 download)

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Book Synopsis Gaming and Gamers in Times of Pandemic by : Piotr Siuda

Download or read book Gaming and Gamers in Times of Pandemic written by Piotr Siuda and published by Bloomsbury Publishing USA. This book was released on 2024-01-11 with total page 353 pages. Available in PDF, EPUB and Kindle. Book excerpt: This edited collection brings in multiple scholarly perspectives to examine the impact of the pandemic and resulting government policies, especially lockdowns, on one particular cultural sphere: games. The COVID-19 pandemic has impacted virtually every aspect of our lives, regardless of where we live. In the initial months, many industry reports noted the unexpected positive impact on online digital game sales. Games were not just lockdown-proof, but boosted by lockdowns. Stay-at-home orders triggered a rush toward games as an alternative form of entertainment, and the ubiquity of mobile phones allowed wider than ever participation. Gaming and Gamers in Times of Pandemic studies how the COVID-19 pandemic affected game players, game developers, game journalists and game scholars alike in many other ways, starting with the most direct – illness, and sometimes death. Some effects are temporary, others are here to stay.

Effects of Video Games on Children’s Behavior

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Publisher : GRIN Verlag
ISBN 13 : 3668695628
Total Pages : 9 pages
Book Rating : 4.6/5 (686 download)

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Book Synopsis Effects of Video Games on Children’s Behavior by : Patrick Kimuyu

Download or read book Effects of Video Games on Children’s Behavior written by Patrick Kimuyu and published by GRIN Verlag. This book was released on 2018-05-02 with total page 9 pages. Available in PDF, EPUB and Kindle. Book excerpt: Project Report from the year 2018 in the subject Medicine - Neurology, Psychiatry, Addiction, grade: 1.2, Egerton University, language: English, abstract: In retrospect, technology seems to have a dark shadow behind its benefits. Effects of computer games on the behavior of children is one of the most debated topics in psychology studies because of the robust growth in video game industry in the last few years. A background study on the growth of the video industry shows that it is one of the fastest growing industries in the entertainment industry with the video games of all genres becoming the most popular form of media. The children are one of the most players in the industry and as a result, its effect on children cannot be ignored. Contrary to the public perception, the video game industry is catching speed as research shows that over 45 million households in the United States posses a video game console. It is also debatable that young children are gaining access to violent video gamers in the United States and other countries across the globe. As a result, the young people are more susceptible to the negative effects of video games compared to the older adults (above 34 years of age). The effects of the video games among children have, therefore, attracted concerns among the parents, medical professionals, educators, society, and policy makers. Research shows that school shooting and youth violence are on the rise in the United States attributed to the growth of video games hence attracting public concerns in the country. For instance, the growth of several violent games such as brutality and gore, two games well known for their use of guns, and doom and resident evil are popular violent video games in the United States and their increasing violent content has been linked with the school shootings and youth violence in the country. Therefore, this report explores the link between video games and children’s behavior. The methodology used in this report is the analysis of both primary and secondary literature that focuses on the correlation between violent video games and acts of aggression in the society such as violent crimes. Relevant books and journals have been utilized with intensive research and debates on the effects of video games on the behavior of children.

Lost in a Good Game

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Publisher : Icon Books
ISBN 13 : 1785785060
Total Pages : 332 pages
Book Rating : 4.7/5 (857 download)

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Book Synopsis Lost in a Good Game by : Pete Etchells

Download or read book Lost in a Good Game written by Pete Etchells and published by Icon Books. This book was released on 2019-04-04 with total page 332 pages. Available in PDF, EPUB and Kindle. Book excerpt: 'Etchells writes eloquently ... A heartfelt defence of a demonised pastime' The Times 'Once in an age, a piece of culture comes along that feels like it was specifically created for you, the beats and words and ideas are there because it is your life the creator is describing. Lost In A Good Game is exactly that. It will touch your heart and mind. And even if Bowser, Chun-li or Q-Bert weren't crucial parts of your youth, this is a flawless victory for everyone' Adam Rutherford When Pete Etchells was 14, his father died from motor neurone disease. In order to cope, he immersed himself in a virtual world - first as an escape, but later to try to understand what had happened. Etchells is now a researcher into the psychological effects of video games, and was co-author on a recent paper explaining why WHO plans to classify 'game addiction' as a danger to public health are based on bad science and (he thinks) are a bad idea. In this, his first book, he journeys through the history and development of video games - from Turing's chess machine to mass multiplayer online games like World of Warcraft- via scientific study, to investigate the highs and lows of playing and get to the bottom of our relationship with games - why we do it, and what they really mean to us. At the same time, Lost in a Good Game is a very unusual memoir of a writer coming to terms with his grief via virtual worlds, as he tries to work out what area of popular culture we should classify games (a relatively new technology) under.