Skip to main navigation Skip to search Skip to main content

Video Games and Mourning

Research output: Chapter in Book/Report/Conference proceedingChapter

Abstract

On the one hand, video games are places of pretense and play, hardly apt for something as weighty as death. On the other hand, games can bring people together and provide support for the bereaved. This chapter argues that they can provide structured opportunities to remember the dead and reprise relationships with them. This mirrors historical traditions that highlight the importance of longing and simulation, especially Confucian defenses of mourning practices as artificial but valuable ways to channel messy, conflicted natural responses. Video games implement some of the goods promoted by classical ritual spaces, aligning with Confucian defenses of ritual mourning.

Original languageEnglish (US)
Title of host publicationVirtue Theory and Video Games
Subtitle of host publicationLevel up Your Character
PublisherTaylor and Francis
Pages270-287
Number of pages18
ISBN (Electronic)9781040556849
ISBN (Print)9781041052630
DOIs
StatePublished - Jan 1 2026

Bibliographical note

Publisher Copyright:
© 2026 selection and editorial matter, Sarah C. Malanowski and Nicholas R. Baima; individual chapters, the contributors.

Fingerprint

Dive into the research topics of 'Video Games and Mourning'. Together they form a unique fingerprint.

Cite this