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Armchair travel through video games

Stories from elsewheres and elsewhens

Datos Bibliográficos

ID11436690
AutoresSerkan Uzunogullari (0000-0003-2866-3132, University of Sunderland, autor de correspondencia)
Año2023
Volumen42
Número1
Páginas133-146
Fecha de publicación2023-01-02
Peer ReviewedSí
Open AccessNo
TipoARTICLE
RevistaLeisure Studies (JOURNAL)
Identificadores de la revistaISSN: 0261-4367 • E-ISSN: 1466-4496
EditorialInforma UK Limited (PUBLISHER • GB)
DOI10.1080/02614367.2022.2153904
OpenAlexW4310519827
IdiomaEN
Citas recibidas6
Referencias citadas48

COVID-19 has caused stress, negative emotions, and a reduction in physical and social activity due to the lockdown measures that were necessary for public health. During this period, many had to negotiate professional and familial responsibilities and were challenged to carve out time for leisure indoors. Using autoethnography as a method of inquiry, this research explores ‘armchair travel’ through video games as a leisure activity. Therefore, the article discusses memories and feelings of escaping the confines of domestic space from the perspective of self. Armchair travel via video games may provide an endless array of sights and sensations, bringing up feelings of leisure and contentment when real-world isolation and restriction are the norms

Advertising · Aesthetics · Art · Autoethnography · Contentment · Feeling · Isolation (microbiology · Leisure activity · Media studies · Negotiation · Perspective (graphical · Sight · Social science · Sociology · Visual arts · Gender Studies · Impact of Technology on Adolescents · Media Influence and Health · Psychology · Social Psychology · Virtual Reality Applications and Impacts

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Obras citantes distintas6
Citas por año2
Intervalo de citas2023 - 2026 (4)
Velocidad de citacióncurrent
Altamente citadoNo
Tipos de citaNeutras: 6
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