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dc.contributor.author Snodgrass, Jeffrey G. en_US
dc.contributor.author Lacy, Michael G. en_US
dc.contributor.author Dengah, H.J. Francois II en_US
dc.contributor.author Fagan, Jesse en_US
dc.contributor.author Most, David en_US
dc.date.accessioned 2011-06-06T18:49:33Z en_US
dc.date.available 2011-06-06T18:49:33Z en_US
dc.date.issued 2011 en_US
dc.identifier.citation Culture, Medicine, and Psychiatry 35(1):26-62 en_US
dc.identifier.issn 0165-005X en_US
dc.identifier.uri http://hdl.handle.net/10524/11908 en_US
dc.description An erratum to this article can be found at http://dx.doi.org/10.1007/s11013-011-9204-4 en_US
dc.description.abstract Videogame players commonly report reaching deeply ‘immersive’ states of consciousness, in some cases growing to feel like they actually are their characters and really in the game, with such fantastic characters and places potentially only loosely connected to offline selves and realities. In the current investigation, we use interview and survey data to examine the effects of such ‘dissociative’ experiences on players of the popular online videogame, World of Warcraft (WoW). Of particular interest are ways in which WoW players’ emotional identification with in-game second selves can lead either to better mental well-being, through relaxation and satisfying positive stress, or, alternatively, to risky addiction-like experiences. Combining universalizing and context-dependent perspectives, we suggest that WoW and similar games can be thought of as new ‘technologies of absorption’—contemporary practices that can induce dissociative states in which players attribute dimensions of self and experience to in-game characters, with potential psychological benefit or harm. We present our research as an empirically grounded exploration of the mental health benefits and risks associated with dissociation in common everyday contexts. We believe studies such as ours may enrich existing theories of the health dynamics of dissociation, relying as they often do on data drawn either from Western clinical contexts involving pathological disintegrated personality disorders or non-Western ethnographic contexts involving spiritual trance. en_US
dc.format.extent 62 pages en_US
dc.language.iso en-US en_US
dc.publisher Springer en_US
dc.relation.uri http://dx.doi.org/10.1007/s11013-010-9197-4 en_US
dc.rights © Springer Science+Business Media, LLC 2010 en_US
dc.subject massively multi-player online games (MMOG) en_US
dc.subject World of Warcraft en_US
dc.subject dissociation en_US
dc.subject mental health en_US
dc.subject Internet addiction en_US
dc.subject.lcsh Ethnology en_US
dc.title Magical Flight and Monstrous Stress: Technologies of Absorption and Mental Wellness in Azeroth en_US
dc.type Article en_US
dc.type.dcmi Text en_US

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