Magical Flight and Monstrous Stress: Technologies of Absorption and Mental Wellness in Azeroth

dc.contributor.authorSnodgrass, Jeffrey G.
dc.contributor.authorLacy, Michael G.
dc.contributor.authorDengah, H.J. Francois II
dc.contributor.authorFagan, Jesse
dc.contributor.authorMost, David
dc.date.accessioned2011-06-06T18:49:33Z
dc.date.available2011-06-06T18:49:33Z
dc.date.issued2011
dc.descriptionAn erratum to this article can be found at http://dx.doi.org/10.1007/s11013-011-9204-4
dc.description.abstractVideogame 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.
dc.format.extent62 pages
dc.identifier.citationCulture, Medicine, and Psychiatry 35(1):26-62
dc.identifier.issn0165-005X
dc.identifier.urihttp://hdl.handle.net/10524/11908
dc.language.isoen-US
dc.publisherSpringer
dc.relation.urihttp://dx.doi.org/10.1007/s11013-010-9197-4
dc.rights© Springer Science+Business Media, LLC 2010
dc.subjectmassively multi-player online games (MMOG)
dc.subjectWorld of Warcraft
dc.subjectdissociation
dc.subjectmental health
dc.subjectInternet addiction
dc.subject.lcshEthnology
dc.titleMagical Flight and Monstrous Stress: Technologies of Absorption and Mental Wellness in Azeroth
dc.typeArticle
dc.type.dcmiText

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