Winning a Waiting Game | The Longing & Mental Health

Описание к видео Winning a Waiting Game | The Longing & Mental Health

#thelonging #quarantine #mentalhealth #psychology #gaming #selfcare

Thanks for watching How to Be Alone The Longing + Mental Health! (Sorry for some of the audio issues !! )

I've been playing the idle adventure The Longing lately and its actually been helping me with coping with my quarantine isolation. Even though it isn't a social game in any respect, it has helped me practice mindfulness, reminded me of the importance of self-care, and inspired me to take better care of myself the way I take care of my Shade. I really recommend this game to everyone who needs some quiet time and self-compassion practice!!

Read More at the Website: screentherapyblog.wordpress.com

Twitter:   / screen_therapy  

Facebook:   / screentherapy  

------------------------------

Game:
The Longing (2020) by Anselm Pyta and Studio Seufz

------------------------------

Music:
Outro/Theme: Never Really Gone by Stuart Bateman!
Stuart Bateman -   / stuartbateman  
  / stuartebateman  

The Longing - Soundtrack
by Lord Redstone, Erdstall, Spectral Kingdom, Vindkaldr, dungeontroll, Erang

-----------------------------


Sources in Order:
Sliwinski, J., Katsikitis, M., & Jones, C. M. (2017). A review of interactive technologies as support tools for the cultivation of mindfulness. Mindfulness, 8(5), 1150-1159

Gackenbach, Jayne & Bown, Johnathan. (2011). Mindfulness and Video Game Play: A Preliminary Inquiry. Mindfulness. 2. 114-122. 10.1007/s12671-011-0049-2.

Sliwinski J., Katsikitis M., Jones C.M. (2015) Mindful Gaming: How Digital Games Can Improve Mindfulness. In: Abascal J., Barbosa S., Fetter M., Gross T., Palanque P., Winckler M. (eds) Human-Computer Interaction -
INTERACT 2015. INTERACT 2015. Lecture Notes in Computer Science, vol 9298. Springer, Cham

Bowman, N. D., Oliver, M. B., Rogers, R., Sherrick, B., Woolley, J., & Chung, M. Y. (2016). In control or in their shoes? How character attachment differentially influences video game enjoyment and appreciation. Journal of Gaming & Virtual Worlds, 8(1), 83-99.

Behm-Morawitz, E. (2013). Mirrored selves: The influence of
self-presence in a virtual world on health, appearance, and well-being. Computers in human Behavior, 29(1), 119-128.

Kiani, Massi Joe E. "Avatar-incentive healthcare therapy." U.S. Patent No. 10,279,247. 7 May 2019.

Sestir, M., & Green, M. C. (2010). You are who you watch: Identification and
transportation effects on temporary self-concept. Social influence, 5(4), 272-288.

Nabi, R. L., & Prestin, A. (2017). The tie that binds: Reflecting on
emotion's role in the relationship between media use and subjective well-being.

------------------------

Video Credits :
The Longing Gameplay clips from GameCornerZ

-----------------------
Copyright Disclaimer Under Section 107 of the Copyright Act 1976, allowance is made for "fair use" for purposes such as criticism, commenting, news reporting, teaching, scholarship, and research. Fair use is a use permitted by copyright statute that might otherwise be infringing. Non-profit, educational or personal use tips the balance in favour of fair use.

Комментарии

Информация по комментариям в разработке