The Gaming Mind
(eAudiobook)

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Contributors:
Published:
[United States] : Tantor Media, Inc., 2020.
Format:
eAudiobook
Edition:
Unabridged.
Content Description:
1 online resource (1 audio file (8hr., 49 min.)) : digital.
Status:

Description

Society has come to malign videogames and their players, suggesting that videogames promote violence or indulge antisocial behavior. The Gaming Mind is the antidote to this rhetoric. Drawing us into his therapy office, clinical psychologist Alexander Kriss explores the positive impact of playing videogames and how they connect us with our humanity. Kriss sees videogames as a window into the mind, and he weaves together case studies, professional insight, and his personal history in a gripping narrative that disrupts our assumptions about gaming and "gamers." We meet his patients: Jack struggles to decode emotions yet relishes the relationship-building dynamics of Mass Effect; while Patricia, a former aspiring model, finds solace in the wake of trauma by crafting a hideous avatar, "Pat." Kriss also recounts how even he experienced Silent Hill 2 as a virtual landscape, in which to process the death of a friend. Without shying away from potentially risky subjects like addiction and online harassment, Kriss advances a balanced, scientifically supported view of videogames. Sometimes the way we play reveals who we are-and what we want from our lives.

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Language:
Unknown
ISBN:
9781705201213, 1705201210

Notes

Restrictions on Access
Instant title available through hoopla.
Participants/Performers
Read by Matthew Josdal.
Description
Society has come to malign videogames and their players, suggesting that videogames promote violence or indulge antisocial behavior. The Gaming Mind is the antidote to this rhetoric. Drawing us into his therapy office, clinical psychologist Alexander Kriss explores the positive impact of playing videogames and how they connect us with our humanity. Kriss sees videogames as a window into the mind, and he weaves together case studies, professional insight, and his personal history in a gripping narrative that disrupts our assumptions about gaming and "gamers." We meet his patients: Jack struggles to decode emotions yet relishes the relationship-building dynamics of Mass Effect; while Patricia, a former aspiring model, finds solace in the wake of trauma by crafting a hideous avatar, "Pat." Kriss also recounts how even he experienced Silent Hill 2 as a virtual landscape, in which to process the death of a friend. Without shying away from potentially risky subjects like addiction and online harassment, Kriss advances a balanced, scientifically supported view of videogames. Sometimes the way we play reveals who we are-and what we want from our lives.
System Details
Mode of access: World Wide Web.

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Citations

APA Citation (style guide)

Kriss, A., & Josdal, M. (2020). The Gaming Mind. Unabridged. Tantor Media, Inc.

Chicago / Turabian - Author Date Citation (style guide)

Kriss, Alexander and Matthew, Josdal. 2020. The Gaming Mind. Tantor Media, Inc.

Chicago / Turabian - Humanities Citation (style guide)

Kriss, Alexander and Matthew, Josdal, The Gaming Mind. Tantor Media, Inc, 2020.

MLA Citation (style guide)

Kriss, Alexander, and Matthew Josdal. The Gaming Mind. Unabridged. Tantor Media, Inc, 2020.

Note! Citation formats are based on standards as of July 2022. Citations contain only title, author, edition, publisher, and year published. Citations should be used as a guideline and should be double checked for accuracy.

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Grouped Work ID:
a3c3ffac-e0a7-7d4f-2575-5535dd5cfa8c
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Hoopla Extract Information

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titleThe Gaming Mind
language
kindAUDIOBOOK
series
season
publisher
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duration
rating
abridged
fiction
purchaseModelINSTANT
dateLastUpdatedAug 31, 2024 06:19:18 PM

Record Information

Last File Modification TimeMay 02, 2025 10:34:57 PM
Last Grouped Work Modification TimeMay 02, 2025 10:24:25 PM

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520 |a Society has come to malign videogames and their players, suggesting that videogames promote violence or indulge antisocial behavior. The Gaming Mind is the antidote to this rhetoric. Drawing us into his therapy office, clinical psychologist Alexander Kriss explores the positive impact of playing videogames and how they connect us with our humanity. Kriss sees videogames as a window into the mind, and he weaves together case studies, professional insight, and his personal history in a gripping narrative that disrupts our assumptions about gaming and "gamers." We meet his patients: Jack struggles to decode emotions yet relishes the relationship-building dynamics of Mass Effect; while Patricia, a former aspiring model, finds solace in the wake of trauma by crafting a hideous avatar, "Pat." Kriss also recounts how even he experienced Silent Hill 2 as a virtual landscape, in which to process the death of a friend. Without shying away from potentially risky subjects like addiction and online harassment, Kriss advances a balanced, scientifically supported view of videogames. Sometimes the way we play reveals who we are-and what we want from our lives.
538 |a Mode of access: World Wide Web.
6500 |a Amusements.
6500 |a Games.
6500 |a Popular culture.
6500 |a Psychology.
6500 |a Psychology, Pathological.
6500 |a Social psychology.
6500 |a Social sciences.
6500 |a Video games.
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