Oct 2026· English Teaching Journal : A Journal of English Literature, Language and Education· 0 citations· 14 references
TL;DR
Results indicate that Journey effectively facilitates emotional immersion and catharsis, highlighting the therapeutic potential of video games as a medium for emotional reflection and psychological exploration.
Abstract
Video games have transcended entertainment to become interactive media capable of conveying profound emotional experiences. Thatgamecompany's Journey is a prime example of how games can metaphorically depict loss, grief, and personal growth through visual design and gameplay mechanics. This study analyzes how Journey maps onto Kübler-Ross's grief model—which encompasses denial, anger, bargaining, depression, and acceptance—through environmental elements, player interactions, and non-verbal storytelling. By examining in-game symbolism, color changes, and musical accompaniment, the study investigates how each stage of the grieving process is represented in the player's journey. Using phenomenological methods such as direct gameplay observations and in-depth interviews with players who have experienced personal loss, the study aims to uncover the game's emotional impact. Results indicate that Journey effectively facilitates emotional immersion and catharsis, highlighting the therapeutic potential of video games as a medium for emotional reflection and psychological exploration. These findings contribute to the development of the discipline of game studies and offer new directions for game design that promotes emotional resilience and mental health.
Digital games provide diverse experiential structures that may influence players’ psychological experiences and emotional functioning. While previous studies have frequently examined multiplayer interaction in relation to social well-being and motivation, less attention has been given to how different single-player gam...
Suomiya Bao· 2026 International Conferenc...· 0 citations
This paper examines how artistic creativity, as one mode of PLAY, enables both artists and respondents/audiences to express and integrate diverse emotional operating systems. Through the theoretical framework of affective neuroscientist Jaak Panksepp, complemented by psychoanalytic perspectives, the manuscript analyzes...
Dorit Noy-Sharav· Journal of Psychology and Ne...· 0 citations
This paper explores whether playing
The Legend of Zelda: Tears of the Kingdom
can function as a psychologically significant experience within a Jungian depth-psychological framework. Using autoethnography, it examines gameplay, field notes, and active imagination sessions as interconnected forms of symbolic inqui...
A. Howe· International Journal of Jun...· 0 citations
Player choice is a fundamental aspect of digital games, shaping how players interact with virtual worlds and narratives. In many games, player choices are reflected through mechanics such as morality systems, which record decisions as virtuous or harmful and shape how characters and the game world react. For game desig...
Faris Haziq Sarif, A. Jupit, Jacey-Lynn Minoi et al.· International Journal of Adv...· 0 citations
This study applies Pager-McClymont’s (
2021
,
2022
,
2023a
,
2023b
)
model of pathetic fallacy (PF) to video games, using a multimodal approach to examine how emotional and environmental elements
enhance narrative depth and player immersion. Focusing on
Heavy Rain
, a narrative-driven game where player...
Kimberley Pager-McClymont· Journal of Language and Pop...· 0 citations
The findings suggest that ludonarrative harmony and dissonance are not absolute categories and that game mechanics and principles may function as pedagogical tools in formal English education or while learning English as a second language.
Unknown authors· 0 citations
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