Gameplay as Part of Rehabilitation
Publikation: Forskning › Bidrag til bog/antologi
This chapter describes how individuals through computer gameplay not only enjoyed their rehabilitation more but also developed more positive self-images.
The analysis of gaming as part of a rehabilitation process provides a valuable viewpoint of the way in which leisure can emerge in non-leisure activities. Particularly interesting seems the discussion of how training becomes a part of leisure, and how contextual factors such as the family affect this transformation.
Findings regarding the effect of the training on the self-images of the women are discussed and distinguished between the development of an image of a person with fibromyalgia and that of someone who plays games and how these link to our understanding of leisure. Gameplay might function as a leisure activity towards well-being and the idea of well-being through leisure activities at a conceptual level is discussed.
The analysis of gaming as part of a rehabilitation process provides a valuable viewpoint of the way in which leisure can emerge in non-leisure activities. Particularly interesting seems the discussion of how training becomes a part of leisure, and how contextual factors such as the family affect this transformation.
Findings regarding the effect of the training on the self-images of the women are discussed and distinguished between the development of an image of a person with fibromyalgia and that of someone who plays games and how these link to our understanding of leisure. Gameplay might function as a leisure activity towards well-being and the idea of well-being through leisure activities at a conceptual level is discussed.
| Originalsprog | Engelsk |
|---|---|
| Titel | New Technologies and the Changing Nature of Leisure |
| Redaktører | Mariek Vanden Abeele, Jason Rutter |
| Udgivelsesdato | 2013 |
| Status | Accepteret |
ID: 48188950