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...

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Bibliographic Details
Published in:Press Start
Main Author: Richy Srirachanikorn
Format: Article
Language:English
Published: University of Glasgow 2024-05-01
Subjects:
Online Access:https://press-start.gla.ac.uk/index.php/press-start/article/view/294