Video Games and Well-being

Press Start

  • Rachel Kowert

Part of the Palgrave Studies in Cyberpsychology book series (PASCY)

Table of contents

  1. Front Matter
    Pages i-xvii
  2. Felix Reer, Thorsten Quandt
    Pages 1-21
  3. Chelsea Hughes
    Pages 23-36
  4. Shane Tilton
    Pages 37-47
  5. Jamie Madigan
    Pages 65-76
  6. Emory S. Daniel Jr.
    Pages 109-123
  7. Megan Connell, Kelli Dunlap
    Pages 125-140
  8. Raffael Boccamazzo
    Pages 141-157
  9. Rachel Kowert
    Pages 159-164
  10. Back Matter
    Pages 165-166

About this book


This book examines how video game mechanics and narratives can teach players skills associated with increased psychological well-being. It integrates research from psychology, education, ludology, media studies, and communication science to demonstrate how game play can teach skills that have long been associated with increased happiness and prolonged life satisfaction, including flexible thinking, openness to experience, self-care, a growth mindset, solution-focused thinking, mindfulness, persistence, self-discovery and resilience. The chapters in this volume are written by leading voices in the field of game studies, including researchers from academia, the video gaming industry, and mental health practitioners paving the way in the field of “geek therapy.” 

This book will advance our understanding of the potential of video games to increase our psychological well-being by helping to mitigate depression, anxiety, and stress and foster persistence, self-care, and resilience.


cyberpsychology game studies video games media studies well-being ludology media studies counselling resilience happiness studies positive psychology geek therapy skill building goal setting

Editors and affiliations

  • Rachel Kowert
    • 1
  1. 1.Take ThisSeattleUSA

Bibliographic information

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