Literature DB >> 21165683

Magical flight and monstrous stress: technologies of absorption and mental wellness in Azeroth.

Jeffrey G Snodgrass1, Michael G Lacy, H J Francois Dengah, Jesse Fagan, David E Most.   

Abstract

Videogame players commonly report reaching deeply "immersive" states of consciousness, in some cases growing to feel like they actually are their characters and really in the game, with such fantastic characters and places potentially only loosely connected to offline selves and realities. In the current investigation, we use interview and survey data to examine the effects of such "dissociative" experiences on players of the popular online videogame, World of Warcraft (WoW). Of particular interest are ways in which WoW players' emotional identification with in-game second selves can lead either to better mental well-being, through relaxation and satisfying positive stress, or, alternatively, to risky addiction-like experiences. Combining universalizing and context-dependent perspectives, we suggest that WoW and similar games can be thought of as new "technologies of absorption"--contemporary practices that can induce dissociative states in which players attribute dimensions of self and experience to in-game characters, with potential psychological benefit or harm. We present our research as an empirically grounded exploration of the mental health benefits and risks associated with dissociation in common everyday contexts. We believe that studies such as ours may enrich existing theories of the health dynamics of dissociation, relying, as they often do, on data drawn either from Western clinical contexts involving pathological disintegrated personality disorders or from non-Western ethnographic contexts involving spiritual trance.

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Mesh:

Year:  2011        PMID: 21165683     DOI: 10.1007/s11013-010-9197-4

Source DB:  PubMed          Journal:  Cult Med Psychiatry        ISSN: 0165-005X


  50 in total

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4.  Openness to absorbing and self-altering experiences ("absorption"), a trait related to hypnotic susceptibility.

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Review 7.  Organization of the stress system and its dysregulation in melancholic and atypical depression: high vs low CRH/NE states.

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  9 in total

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Journal:  Addiction       Date:  2016-01       Impact factor: 6.526

5.  Can clans protect adolescent players of massively multiplayer online games from violent behaviors?

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6.  Virtual Reality Games and the Role of Body Involvement in Enhancing Positive Emotions and Decreasing Anxiety: Within-Subjects Pilot Study.

Authors:  Federica Pallavicini; Alessandro Pepe
Journal:  JMIR Serious Games       Date:  2020-06-17       Impact factor: 4.143

Review 7.  The Associations Between Gaming Motivation and Internet Gaming Disorder: Systematic Review and Meta-analysis.

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Journal:  JMIR Ment Health       Date:  2022-02-17

8.  Gaming well: links between videogames and flourishing mental health.

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Journal:  Front Psychol       Date:  2014-03-31

9.  Effect of the Frustration of Psychological Needs on Addictive Behaviors in Mobile Videogamers-The Mediating Role of Use Expectancies and Time Spent Gaming.

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  9 in total

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