DOOM and Mental Health | Screen Therapy
Channel: Screen Therapy
Date: 2020-03-28

#doom #idsoftware #doometernal #mentalhealth #psychology #gaming

Thanks for watching the video DOOM and Mental Health | Screen Therapy

Even though there has been a of of panic and confusion about Doom, video games like Doom can be good for our mental health when we play mindfully and intentionally. This game offers us a safe haven from stress, opportunities to feel strong, powerful, and in control. Doom is perfect for stress-reduction and an oasis away from emotional labor for the emotional exhausted. The trick to getting all this out of a game is learning to treat games and other media encounters more seriously and to monitor our emotions and moods as we play. 

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Games:  

DOOM (1993) by id Software
DOOM (2016) by id Software
DOOM: Eternal (2020) by id Software
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Sources in Order:
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 Cowley, Benjamin & Charles, Darryl & Black, Michaela & Hickey, Ray. (2008). 
Toward an understanding of flow in video games. Comput. Entertain.. 6. 1-27. 10.1145/1371216.1371223.

 Brown, Mark. Cyber Demons:What We Can Learn From DOOM | Game Maker's Toolkit. 
Youtube.com, 16 Jan. 2016, https://youtu.be/yuOObGjCA7Q

 Cowley Thompson, Tommy. Cyber Demons: The AI of DOOM (2016) | AI and Games. 
Youtube.com, 15 Aug. 2018, youtu.be/RcOdtwioEfI.

Cowley, Benjamin & Charles, Darryl & Black, Michaela & Hickey, Ray. (2008). 
Toward an understanding of flow in video games. Comput. Entertain.. 6. 1-27. 10.1145/1371216.1371223. .

 Rigby, C. S., & Ryan, R. M. (2016). Motivation for entertainment media and its 
eudaimonic aspects through the lens of self-determination theory. 
The Routledge handbook of media use and well-being: International perspectives on theory 
and research on positive media effects, 34-48.

Hochschild, A. R. (2012). The managed heart: 
Commercialization of human feeling. Univ of California Press.

Schutte, N. S., Malouff, J. M., Simunek, M., McKenley, J., & Hollander, S. (2002). 
Characteristic emotional intelligence and emotional well-being. Cognition & Emotion, 16(6), 769-785.

 Robinson, M. J., & Knobloch-Westerwick, S. (2016). 
Mood Management through Selective Media Use for Health and Well-Being. 
The Routledge Handbook of Media Use and Well-Being: 
International Perspectives on Theory and Research on Positive Media Effects.

Rigby, C. S., & Ryan, R. M. (2016). Time well-spent? Motivation for entertainment 
media and its eudaimonic aspects through the lens of self-determination theory. 

Drotner, K. (1999). Dangerous media? Panic discourses and 
dilemmas of modernity. Paedagogica Historica, 35(3), 593-619.
In The Routledge Handbook of Media Use and Well-Being (pp. 52-66). Routledge.

Vicessimus Knox, "On Novel Reading" Essay 14 of Essays Moral and Literary (1778)

Socrates in the Phaedrus in Codex Clarkianus, transcribed in 895 AD

Carnagey, N. L., Anderson, C. A., & Bushman, B. J. (2007). The effect of video game violence on physiological desensitization to real-life violence. Journal of experimental social psychology, 43(3), 489-496.

Colder Carras, M., Kalbarczyk, A., Wells, K., Banks, J., Kowert, R., Gillespie, C., & Latkin, C. (2018).Connection, meaning, and distraction: A qualitative study of video game play and mental health recovery in veterans treated for mental and/or behavioral health problems. Social science & medicine 
(1982), 216, 124-132. https://doi.org/10.1016/j.socscimed.2018.08.044

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Music: 
Hazardous Quantum Jump - TeknoAXE
Underground Revolution - TeknoAXE
Driving to the Future - TeknoAXE

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Video Credits: 
DOOM- Chaos Compilation - by Berserkhart
Original Doom gameplay [Nightmare Difficulty] - by Exposed.Files
DOOM 4 Walkthrough Gameplay Part 1 - Demons - Campaign Mission 1 (PS4) - by theRadBrad
(Intro) Opening - In Every DOOM Game - by Alternative Gaming Channel
DOOM_Bethesda E3 Showcase Gameplay Reveal - Bethesda Softworks
DOOM's_NEW_Multiplayer Mode is NUTS!_Doom Eternal Multiplayer ft. H20 Delirious & Cartoonz - by Ohmwrecker / Maskedgamer

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