Armchair travel through video games
Stories from elsewheres and elsewhens
Bibliographic Data
| ID | 11436690 |
|---|---|
| Authors | Serkan Uzunogullari (0000-0003-2866-3132, University of Sunderland, corresponding author) |
| Year | 2023 |
| Volume | 42 |
| Issue | 1 |
| Pages | 133-146 |
| Publication date | 2023-01-02 |
| Peer Reviewed | Yes |
| Open Access | No |
| Type | ARTICLE |
| Venue | Leisure Studies (JOURNAL) |
| Journal identifiers | ISSN: 0261-4367 • E-ISSN: 1466-4496 |
| Publisher | Informa UK Limited (PUBLISHER • GB) |
| DOI | 10.1080/02614367.2022.2153904 |
| OpenAlex | W4310519827 |
| Language | EN |
| Citations received | 6 |
| References cited | 48 |
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
The Dialogic Imagination
Evocative Autoethnography
Translation and Localisation in Video Games
Experiencing Narrative Worlds
The Body in Culture, Technology and Society
The Art of Game Design
Unprecedented disruption of lives and work
The psychological impact of quarantine and how to reduce it
Atari Age
Mobile Screens
Understanding Counterplay in Video Games
The Routledge Companion to Video Game Studies
The Art of Videogames
Video Games and Storytelling
Playing Video Games During the Covid-19 Pandemic and Effects on Players’ Well-Being
Video Games and Aesthetic Contemplation
‘These are the voyages …’
Beyond Their Actual Limits”
Losing site
Understanding Media Enjoyment
Cathartic corridors
Engineering space and time
Gazing from the inside out during ethically heightened moments
Gendered time use at home
Immersive narratives of ‘self-work’ in an experience society
Tourists’ virtual reality adoption
Auto-ethnography in leisure studies
(Re-)thinking digital leisure
Towards typologies of virtual maltreatment
Relating to reptiles
Does dispositional mindfulness moderate how individuals engage in their passions? An investigation into video games
Gender dynamics and the social and spatial organization of computer gaming
The benefits of playing video games
The Benefits of Frequent Positive Affect
The Armchair Traveler's Guide to Digital Environmental Humanities
Digital Games and Escapism
Analytic Autoethnography, or Déjà Vu all Over Again
| Unique citing works | 6 |
|---|---|
| Citations per year | 2 |
| Citation span | 2023 - 2026 (4) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 6 |