Lost Again
In tackling chronophobia, which Svetlana Boym (2001) defines as the anxiety of deciding how to use our time meaningfully as it depletes, video games become purposeful spaces where we can revisit the things we have lost, or what we anticipate will be lost with time. As such, video games are ideal to...
| Published in: | Press Start |
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| Main Author: | |
| Format: | Article |
| Language: | English |
| Published: |
University of Glasgow
2024-05-01
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| Subjects: | |
| Online Access: | https://press-start.gla.ac.uk/index.php/press-start/article/view/294 |
