Cosy video games as digital third places for emotional well-being: Case studies of Stardew Valley, Coffee Talk Episode 2 and Kinder World
电子游戏
心理学
广告
多媒体
计算机科学
业务
作者
Hannah Gunderman
出处
期刊:Journal of Gaming & Virtual Worlds [Intellect] 日期:2024-09-01卷期号:16 (3): 333-345被引量:1
标识
DOI:10.1386/jgvw_00108_1
摘要
Cosy games are an established sub-genre of video games offering relaxed gameplay in a soft, calm environment. While any video game can offer emotional benefits, cosy games create an environment of abundance and safety, where players can deepen their emotional experiences within the game. In this article, I explore one aspect of cosy games that can provide emotional well-being to players: digital third places. Third places are public gathering places separate from home and work that allow people to unwind and interact with others in affirming environments. These environments are cultivated through placemaking, a principle exploring how abstract spaces on our planet are transformed into meaningful places. I highlight Stardew Valley, Coffee Talk Episode 2 and Kinder World to explore how each cosy game embodies placemaking principles to create digital third-place experiences for players, supporting their emotional well-being in ways similar to in-person third places.