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

dc.contributor.author Snodgrass, Jeffrey G.
dc.contributor.author Lacy, Michael G.
dc.contributor.author Dengah, H.J. Francois II
dc.contributor.author Fagan, Jesse
dc.contributor.author Most, David
dc.date.accessioned 2011-06-06T18:49:33Z
dc.date.available 2011-06-06T18:49:33Z
dc.date.issued 2011
dc.description An erratum to this article can be found at http://dx.doi.org/10.1007/s11013-011-9204-4
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.
dc.format.extent 62 pages
dc.identifier.citation Culture, Medicine, and Psychiatry 35(1):26-62
dc.identifier.issn 0165-005X
dc.identifier.uri http://hdl.handle.net/10524/11908
dc.language.iso en-US
dc.publisher Springer
dc.relation.uri http://dx.doi.org/10.1007/s11013-010-9197-4
dc.rights © Springer Science+Business Media, LLC 2010
dc.subject massively multi-player online games (MMOG)
dc.subject World of Warcraft
dc.subject dissociation
dc.subject mental health
dc.subject Internet addiction
dc.subject.lcsh Ethnology
dc.title Magical Flight and Monstrous Stress: Technologies of Absorption and Mental Wellness in Azeroth
dc.type Article
dc.type.dcmi Text
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