Commercial video games as a resource for mental health: A systematic literature review

A Boldi, A Rapp - Behaviour & Information Technology, 2022 - Taylor & Francis
Game-based interventions have been gradually and successfully implemented in the mental
health domain given the games' ability to positively affect a variety of mental health …

Virtual world, defined from a technological perspective and applied to video games, mixed reality, and the Metaverse

KJL Nevelsteen - Computer animation and virtual worlds, 2018 - Wiley Online Library
There is no generally accepted definition for a virtual world, with many complimentary terms
and acronyms having emerged implying a virtual world. Advances in networking techniques …

[LIVRE][B] Cybertext poetics: the critical landscape of new media literary theory

M Eskelinen - 2012 - books.google.com
Equally interested in what is and what could be, Cybertext Poetics combines ludology and
cybertext theory to solve persistent problems and introduce paradigm changes in the fields …

[LIVRE][B] Game time: Understanding temporality in video games

C Hanson - 2018 - books.google.com
Pausing, slowing, rewinding, replaying, reactivating, reanimating... Has manipulating video
game timelines altered our experience of time?“Compelling.”—Choice Video game scholar …

[LIVRE][B] Videojuegos y mundos de ficción: De" Super Mario" a" Portal"

AJ Planells - 2015 - books.google.com
Los videojuegos son una de las industrias culturales y de ocio más importantes del mundo.
Lejos de ser meros juguetes infantiles, los actuales juegos digitales se asemejan al cine ya …

Time, engagement and video games: How game design elements shape the temporalities of play in massively multiplayer online role‐playing games

A Rapp - Information Systems Journal, 2022 - Wiley Online Library
Researchers and developers constantly seek novel ways to create engaging applications
that are able to retain their users over the long term, make them desire to spend time using …

The many faces of sociability and social play in games

J Stenros, J Paavilainen, F Mäyrä - … : Everyday Life in the Ubiquitous Era, 2009 - dl.acm.org
In the past, social interaction has been discussed mostly in the context of multiplayer games,
ignoring the implicit forms of sociability in single player games. This paper distinguishes …

Time and space in digital game storytelling

H Wei, J Bizzocchi, T Calvert - International Journal of …, 2010 - Wiley Online Library
The design and representation of time and space are important in any narrative form. Not
surprisingly there is an extensive literature on specific considerations of space or time in …

Play's the thing: A framework to study videogames as performance

C Fernández-Vara - 2009 - dspace.mit.edu
Performance studies deals with human action in context, as well as the process of making
meaning between the performers and the audience. This paper presents a framework to …

Social interaction in games

J Stenros, J Paavilainen… - International Journal of …, 2011 - inderscienceonline.com
Due to the popularity of social media networks and the games played on those platforms
interest in the so-called social games has piqued. This article looks at those games in the …