Index
Sandra Danilovic
(Wilfrid Laurier University, Canada)
This content is currently only available as a PDF
Citation
Danilovic, S. (2024), "Index", Games (Arts for Health), Emerald Publishing Limited, Leeds, pp. 137-142. https://doi.org/10.1108/978-1-80043-594-020241009
Publisher
:Emerald Publishing Limited
Copyright © 2024 Sandra Danilovic
INDEX
Ablegamers non-profit organization
, 79–80
Ableism
, 73
Accessibility
, 76–78
barriers
, 75, 80
features
, 75, 78–79
of game-based storytelling
, 90
Accessible design
, 78, 80
Accessible games
, 13, 73, 75
(see also Community care games)
common disability symbols
, 74
community
, 78–80
games for blind gamers
, 84–86
sound games
, 82–84
visual culture and video games
, 80–82
Acoustic ambience
, 82
Active behaviors
, 18
Activision
, 3
Adaptive controllers
, 78
Adventures of You on Sugarcane Island, The
, 33
Ambiguity of Play, The (Sutton-Smith)
, 9
Analytic method
, 11–14
Art and culture
, 31–33
“Art and indie games”
, 4
Art games
, 32, 47, 57
Art technology
, 6, 14
Artful playfulness
, 56
Artistic disruption
, 9–10
Artistic license
, 57
Artistic medium
, 3, 31
Assassin’s Creed Mirage
, 79–80
Assistive devices
, 76, 78
Assistive technology
, 75
Atari adventure games
, 55
Attention skills
, 15
Attention-deficit/hyperactivity disorder (ADHD)
, 15–16, 60
treatment
, 11, 15
Audio pulses
, 83
Autobiographical
, 32
Autobiographical games
, 4, 6–7, 10, 30
Autobiographical Healthcare Narratives
, 6
Avatar sounds
, 84
Bell Jar, The
, 32
Berlin Max Planck Institute for Human Development
, 22
Big-budget video games
, 3
Biomedical model
, 77
Bitsy
, 5
Blind Command
, 85
Blind Gamers
, 79–80
Blind Legend
, 83–84
Blindness
, 85
Brain games
, 22
Branching narrative structure
, 101–102
Call of Duty
, 3
Campy graphics
, 56
Cancer
, 1, 8–19
Candy Crush Saga
, 4
Care ethics
, 46
Cascading Style Sheets (CSS)
, 107
Casino games
, 3–4
Casual games
, 4
Catharsis
, 2, 82
Cave of Time, The
, 33
Cerebral board games
, 3
Character sounds
, 84
ChatGPT
, 91
Chess
, 3–4
Choose Your Own Adventure (CYOA)
, 33
nifty digital tool
, 35
stories
, 34
Cisgender
, 58n1
Clinical studies
, 15
Coding
, 70
Collaboration
, 70
Color-blindness
, 60
Community
, 65–66
care
, 65
community-based health care
, 65
residents
, 66
Community building
, 5
Community care games
, 12–13, 59, 67–69
game jam processes, methods, tools
, 69–71
history of game jams and Silicon Valley influence
, 66–67
Concentric narrative structure
, 101, 104–105
Conflict resolution
, 47
Controllers
, 76
Cooperative games
, 4
Creative care
, 6
Creative Experimentation with Twine
, 65
Creative health
, 6
Creative Health Games
, 24
Creative improvisation
, 70
Creative maker spaces
, 65
Creative public health
, 6
Creative storytelling
, 70
Creativity in ADHD
, 16
Crimson Trials
, 84
Crunch culture
, 67
Cult of visuality
, 81
Cultural commentary
, 57
Culture
, 3
Curb-cut effect
, 78
Customized keyboards
, 76
Dames Making Games
, 13, 60–61, 66, 68–69
Dance Dance Revolution
, 19–20
Dancetown
, 19
“Day job” link
, 38–39
Decision-making narrative
, 30
Depression
, 29
Depression Quest
, 12, 27, 29, 33, 89
player’s decision-making in
, 35–38
reflection tool for player
, 38–39
Despair
, 1
DiaBeaThis
, 19
Digital games
, 5, 7, 14, 30, 73
in healthcare environments
, 43
purpose of
, 6
Digital Methods for Disability Studies
, 69–70
Digital product or service
, 76
Digital therapeutic(s)
, 11, 15
Disability
, 74, 77
inclusion
, 13, 73
justice activists
, 79
statistics
, 75
Do-It-Yourself (DIY)
, 30, 66
culture
, 39–40
game makers
, 6
journey
, 89
dys4ia
, 12, 43–44, 47
critical discussion
, 52–57
cultural significance
, 49
gameplay experiences
, 48
playing
, 48–52
“Echoing and mirroring”
, 63
Echomaze
, 85
Eliza
, 64
Emotional journey
, 52
Empathy
, 44
Empathy games
, 12, 43, 47–48
critical discussion of dys4ia
, 52–57
in healthcare
, 44–47
playing dys4ia
, 48–52
EndeavorRx (video game)
, 11, 15–16, 20
Environmental model of disability
, 13, 73, 77
“Epidemic of loneliness and isolation”
, 60
Escapism
, 30
Ethos of disruption
, 66–67
Exer-games
, 19
Existential topics
, 2
Experiential games
, 4
Experimental games
, 7
Eyes Behind the Wall, The
, 85
Feminist safe spaces
, 68
Fishbone narrative structure
, 101, 104
Game accessibility community
, 79
Game characters
, 12, 26, 43–45, 86, 105
Game controllers
, 76
Game design hackathons and workshops
, 7
Game design tools
, 30
Game jammers
, 59
Game jams
, 7, 12–13, 59–60
community
, 13, 73
history of
, 66–67
organizers
, 69–70
processes, methods, tools
, 69–71
Game-based healthcare narrative
, 89, 101–102, 104–105, 107
Game-based interventions
, 17–20
Game-based rhetorical techniques
, 13, 90–91, 93, 99, 106
Game-based storytelling tools
, 39–40
Game-based therapeutic interventions
, 3
Game-makers
, 66
practices
, 7
GAMERella
, 13, 60, 68
Games
, 1–3
analytic method
, 11–14
of chance
, 4
for creative health
, 5–7
for health
, 5, 17–18, 20–23
and play
, 7–10
three categories
, 3–5
Games for Blind Gamers
, 13, 73
Games for blind gamers
, 84–86
“Games for creative health” approach
, 17, 23
building empathy
, 25–26
deepening awareness of health inequities
, 26
powerful modes of expression
, 24–25
Games for Creative Mental Health
, 30
DIY culture and game-based storytelling tools
, 39–40
history of adventures
, 33–35
mental illness representations in art and culture
, 31–33
player’s decision-making in Depression Quest
, 35–38
Games in Medicine
, 11
Gender Bullshit
, 49–50, 53–54
Gender identity
, 50–51, 55–56
Global Game Jam
, 66
Go
, 3
Gold-standard research
, 22
Grassroots movement
, 5
Grief
, 1, 46
Healing Spaces
, 48
Health
, 26
disparities
, 16
equity
, 75
experiences
, 12, 29, 106
inclusion
, 13, 73
outcomes
, 3, 6, 17, 19, 21, 24, 26–27, 58, 64, 104
policy innovation
, 6
promotion games
, 21
Healthcare
, 2
accessibility
, 12
education
, 4
empathy in
, 44–47
environments
, 43
frameworks
, 7
journey
, 14, 45, 49, 52, 55–56
practices
, 2, 7, 24–25, 41
profession
, 48
professionals
, 51, 66
system
, 7, 12, 43–44, 48–49, 56, 93, 102
Hearing
, 83
Hellblade: Senua’s Sacrifice
, 32, 81
Hope
, 1
Hormonal Bullshit
, 51–52, 54
Hormone replacement therapy (HRT)
, 49, 51–52
medication
, 54
quest for
, 56
HunggryBot
, 60
Illness narratives
, 2
Immersive VR
, 18
Inclusive design
, 76–78
Inclusive game design
, 75
Indie games
, 4
Individual-centered medical model of mental illness
, 63–64
Informal caregivers
, 90
Innovative thinking
, 70
Interactive fiction
, 4
Interactive storytelling
, 7
Interdependence
, 70
Interior monologue (see Stream of consciousness)
It Gets Better?
, 52, 55
Joysticks
, 76
Kara Stone
, 11, 13, 39, 49, 61, 67, 71
Lawmakers
, 58n2
Linear narrative structure
, 101–102
Listening
, 83
Loss
, 1, 48
Lumosity
, 22
Lurking (2014)
, 83
Mainstream video games
, 79
Making Games for Creative Health: A DIY Guide
, 13
Marginalized groups
, 12, 26, 44, 57, 60
Mass Effect
, 47
Medical approach
, 20
Medical Bullshit
, 50–51, 54
Medical doctors and nurses
, 90
Medical education
, 43, 45, 47
Medical simulations
, 4, 7
Medication Meditation (Kara Stone’s mobile game)
, 13, 61, 63–65
Medicine
game-based interventions
, 17–20
Games for Creative Health
, 23–26
games for health
, 20–23
games in
, 17
Mental health
, 63
experiences
, 12, 29, 106
Mental illness representations in art and culture
, 31–33
Mice
, 76
Military simulations
, 4
Misgendering
, 53–54
“Modern asylum” in Europe
, 31
Morality
, 24
Multisensory environment (MSE)
, 48
Museful
, 84–85
Music
, 82
Narrative
, 4, 45
Netflix
, 34
Neural pathways
, 15
Neurological differences
, 16
Neutral empathy
, 46
Object sounds
, 84
One Flew Over the Cuckoo’s Nest
, 32
Open-source software
, 40, 69, 89
Ophelia
, 31–32
Ornamental sounds
, 84
Pac-Man eaters
, 55
Palliative care
, 1
Parallel narrative structure
, 101, 103–104
Patient-clinician relationships
, 43, 47
Peripherals
, 76
Pixelles
, 13, 60, 68
Platformers
, 55
Play
, 7–10
Players
, 8
agency in games
, 99–101
choice
, 37
experience
, 1, 4, 82
Playing games
, 18
Point-and-click adventure games
, 4, 55
Policymakers
, 66
Portrayals
, 32, 86
Prosocial
, 3–5, 7, 17, 20
attitudes
, 47
Psychic pain
, 31
Psycho
, 32
Psychoeducational interventions
, 18
Psychosis
, 32
Public discourse
, 3
Randomized controlled trials (RCTs)
, 20
Re-Mission
, 19–20
Reflection tools
, 30
Religious references
, 1
Representation
, 12, 61
Rhetorical power of player actions
, 8, 101
Role-play
, 44
Role-playing
, 7–8, 12, 37, 44, 48
RPG Maker VX
, 5
Running
, 22
Schizophrenia
, 30
Scientific American
, 16
Screen readers
, 76, 78
Self-acceptance
, 63
Self-care through games
, 63
Self-identification
, 54
Serious games
, 4
Shooter games
, 3
Silicon Valley influence
, 66–67
Simulation
, 4
Sketching
, 71
Slot machines
, 3–4
SnowWorld
, 18
Social change through game-based storytelling
, 5
Social critique
, 53–54, 56, 80
Social harm
, 3
Social model of disability
, 77
Social reality
, 38, 56, 64, 72
Social stigma
, 20, 27, 37
Sonic environment
, 80
Sound cues
, 81
Sound effects
, 82
Sound games
, 73, 82–84
Soundscapes
, 83
Soundtrack
, 82
Space Invaders shooters
, 50, 55
Stanford Center on Longevity
, 22
Stereotypes
, 29, 86
Stigma
, 16, 21
Stockholm International Toy Research Centre (SITREC)
, 84
Story-driven games
, 47
Stream of consciousness
, 106–109
Symphony of Soil
, 85
Team-building
, 70
Terminal illness
, 1–2
Testosterone
, 49
Tetris
, 55
That Dragon, Cancer (Green)
, 1–2, 7
Threaded narrative structure
, 101, 105–106
TOJam
, 66
Toxic gamer behaviors
, 75
Transgender experiences
, 12, 43
Twine
, 5, 13–14, 69–70, 89, 91
archiving
, 108
brainstorming interactive illness or caregiving story
, 91–93
games
, 33–35, 40, 90
narrative structure in
, 101–106
passage
, 95–99
playing
, 107
publishing
, 108–109
shell for new story
, 95
Software
, 91–94
Software Tutorial
, 107
stream of consciousness
, 106–109
website
, 94
withdrawing player agency
, 99–101
workshop
, 93–98
Twine games
, 33–35, 40
Unity
, 5
US Food and Drug Administration (FDA)
, 11, 16
Victory or defeat
, 1–2
Video games
, 6, 19, 26, 31
Virtual reality games (VR games)
, 18
Visual culture and video games
, 80–82
Visually impaired people (VI people)
, 84
Voice narration
, 82
Walking
, 22
simulators
, 4
War games
, 4
Withdrawing player agency
, 99–101
World Health Organization (WHO)
, 26, 74
Zoe Quinn
, 11, 29, 37, 39, 49, 89, 99