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...

Olles dieđut

Furkejuvvon:
Bibliográfalaš dieđut
Váldodahkki: Danilovic, Sandra (Dahkki)
Materiálatiipa: Elektrovnnalaš E-girji
Giella:eaŋgalasgiella
Almmustuhtton: Bingley, U.K. : Emerald Publishing Limited, 2024.
Ráidu:Arts for health.
Fáttát:
Liŋkkat:https://doi.org/10.1108/9781800435940
Fáddágilkorat: Lasit fáddágilkoriid
Eai fáddágilkorat, Lasit vuosttaš fáddágilkora!

MARC

LEADER 00000nam a2200000Ii 4500
001 9781800435964
003 UtOrBLW
005 20240828141041.0
006 m o d
007 cr un|||||||||
008 240828t20242024enk ob 001 0 eng d
020 |a 9781800435964  |q (e-book) 
040 |a UtOrBLW  |b eng  |e rda  |c UtOrBLW 
050 4 |a GV1201.37  |b .D36 2024 
072 7 |a MED102000  |2 bisacsh 
072 7 |a VFD  |2 thema 
072 7 |a MKLD  |2 thema 
080 |a 794 
082 0 4 |a 793.01  |2 23 
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) 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
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. 
588 0 |a Print version record. 
650 0 |a Games  |x Psychological aspects. 
650 7 |a Medical  |x Mental Health.  |2 bisacsh 
650 7 |a Popular medicine and health.  |2 thema 
650 7 |a Psychiatric and mental disorders.  |2 thema 
776 0 8 |i Print version:  |z 9781800435971 
776 0 8 |i PDF version:  |z 9781800435940 
830 0 |a Arts for health. 
856 4 0 |u https://doi.org/10.1108/9781800435940