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Τύπος: Κεφάλαιο σε πρακτικά συνεδρίου
Τίτλος: Video games environments and depression: healingaspects ofcontemporary digital spaces
Συγγραφέας: [EL] Μαλακασιώτη, Αγγελική[EN] Malakasioti, Angelikisemantics logo
[EL] Βαβύλη, Φανή[EN] Vavili, Fanisemantics logo
Ημερομηνία: Ιαν-2018
Περίληψη: The study explores the way in which contemporary video game environments deal with the depressive condition and the design aspects that are employed in order to develop digital and interactive spaces capable of affecting their users on an emotional level. Widespread digital culture, and especially the prevailing phenomenon of video games, is developing today at such a speed that it can be regarded as a modern type of epidemic. Especially, the new generation is fully familiar with modern technologies as well as with the “habitation" of the digital-analog reality. In particular, the number of players worldwide has exceeded 1.8 billion since 2016. At the same moment, this observation is juxtaposed with the phenomenon of depression, one of the most widespread psychological conditions of the contemporary world. Depression can both be regarded as a clinical state as well as a deeply intimate and melancholic mood or state of being. According to the latest data from the World Health Organization, depression appears to be a silent scourge of the modern age, surpassing 350 million people, according to recent measurements. Interestingly, many studies show the extent of this disorder, referring to it as one of the most common mental disorders in the western world, and estimating that by 2020, depression will be the second disability factor worldwide, after heart disease. Early research observations described videogames as capable of provoking a depressive condition. However, recent multidisciplinary studies claim that according to recordings of brain activity in both players and depressed people, video games do not appear as the cause, but as the neurological counterpart of depression. In this context, the study will discuss cases of videogame design and the spaces they represent in order to provoke healing, or encourage a deeper understanding of an intimate human condition through alternative approaches of the ways people experience and inhabit digital environments.
Γλώσσα: Αγγλικά
Τόπος δημοσίευσης: Bristol, England
Σελίδες: 10
ISSN: 2398-9467
Θεματική κατηγορία: [EL] Αρχιτεκτονική μηχανική[EN] Architecture engineeringsemantics logo
Λέξεις-κλειδιά: architecturedesignhealth
Κάτοχος πνευματικών δικαιωμάτων: Malakasioti Angeliki
Vavili Fani
© AMPS C.I.O
Διατίθεται ανοιχτά στην τοποθεσία: http://architecturemps.com/wp-content/uploads/2018/12/AMPS-Proceedings-11-Health-The-Design-Planning-and-Politics-of-How-and-Where-We-Live.pdf
Ηλεκτρονική διεύθυνση του τεκμηρίου στον εκδότη: http://architecturemps.com/wp-content/uploads/2018/12/AMPS-Proceedings-11-Health-The-Design-Planning-and-Politics-of-How-and-Where-We-Live.pdf
Ηλεκτρονική διεύθυνση περιοδικού: http://architecturemps.com/proceedings/
Τίτλος πηγής δημοσίευσης: AMPS Proceedings Series 11. Health: The Design, Planning and Politics of How and Where We Live.
Τόμος: 11
Σελίδες τεκμηρίου (στην πηγή): 188-196
Σειρά δημοσίευσης: AMPS Proceedings Series
Όνομα εκδήλωσης: AMPS CONFERENCE 11 - Health: The Design, Planning and Politics of How and Where We Live.
Τοποθεσία εκδήλωσης: University of the West of England, Bristol, England
Ημ/νία έναρξης εκδήλωσης: 25/01/2018
Ημ/νία λήξης εκδήλωσης: 26/01/2018
Σημειώσεις: This research is co-financed by Greece and the European Union (European Social Fund- ESF) through the Operational Programme «Human Resources Development, Education and Lifelong Learning» in the context of the project “Reinforcement of Postdoctoral Researchers” (MIS-5001552), implemented by the State Scholarships Foundation (ΙΚΥ).
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