Author(s)/Creator(s)

Nicholas BowmanFollow

ORCID

https://orcid.org/0000-0001-5594-9713

Document Type

Book Chapter

Date

2025

Keywords

video games, nostalgia, well-being, mental health, media psychology, open access

Language

English

Disciplines

Communication Technology and New Media | Other Psychology | Social Psychology

Description/Abstract

For nearly 60 years, video games have arrested the attention of players, inviting us to interact and interface with on-screen content. More than just short-term entertainment experiences, video games are part of a broader cultural milieu—they are the most profitable media entertainment sector (global revenues nearly $400 billion USD in 2023) with more than 3.5 billion players globally (Clement, 2023). Similar to other entertainment media, some video game intellectual properties have transcended generations and, in many cases, grown beyond the medium itself: common cultural touchstones include Super Mario Bros. and Sonic the Hedgehog, along with seemingly endless subcultures of devoted fans of specific games and gaming properties (Jenkins, 2006). Unique from other entertainment media, video games present as “digital time machines” that allow players to directly revisit personally relevant and highly familiar worlds from the past in which those worlds remain unchanged (Robinson & Bowman, 2021; Wulf et al., 2018).

Source

submission

Creative Commons License

Creative Commons Attribution 4.0 International License
This work is licensed under a Creative Commons Attribution 4.0 International License.

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