Index

Sandra Danilovic (Wilfrid Laurier University, Canada)

Games

ISBN: 978-1-80043-597-1, eISBN: 978-1-80043-594-0

Publication date: 20 August 2024

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