The visual and narrative rhetoric of mental health in Gris

IF 0.7 Q3 COMMUNICATION
Marissa M. Baker
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引用次数: 0

Abstract

Interdisciplinary game studies have long been fascinated by video games and their potential to improve mental health. Despite this interest, there is not yet a cohesive rhetorical framework to connect conversations about mental health with specific types of games. Following call to adopt the term ‘cosy’ for games which inspire feelings of safety in players, encourage self-actualization and utilize soft aesthetics helps clarify discussions of the games suited to help improve mental health and allow players to process complex emotions. This article uses a close reading of the Nomada Studios game Gris to argue that considering cosiness when studying the connection between games, emotion and mental health will help researchers find a connection between game aesthetics and the types of psychological issues that a game can address effectively.
Gris小说中心理健康的视觉与叙事修辞
长期以来,跨学科游戏研究一直被电子游戏及其改善心理健康的潜力所吸引。尽管存在这种兴趣,但目前还没有一个连贯的修辞框架将关于心理健康的对话与特定类型的游戏联系起来。对于那些能够激发玩家安全感、鼓励自我实现和使用软美学的游戏,我们呼吁采用“舒适”一词,这有助于澄清游戏是否适合改善心理健康并允许玩家处理复杂情绪的讨论。本文通过对Nomada Studios的游戏《Gris》的深入解读,认为在研究游戏、情感和心理健康之间的联系时,考虑舒适感将有助于研究人员找到游戏美学与游戏能够有效解决的心理问题类型之间的联系。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
CiteScore
1.10
自引率
25.00%
发文量
8
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