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1981
Volume 16, Issue 3
  • ISSN: 1757-191X
  • E-ISSN: 1757-1928

Abstract

Cosy games are an established sub-genre of video games offering relaxed gameplay in a soft, calm environment. While any video game can offer emotional benefits, cosy games create an environment of abundance and safety, where players can deepen their emotional experiences within the game. In this article, I explore one aspect of cosy games that can provide emotional well-being to players: digital third places. Third places are public gathering places separate from home and work that allow people to unwind and interact with others in affirming environments. These environments are cultivated through placemaking, a principle exploring how abstract spaces on our planet are transformed into meaningful places. I highlight and to explore how each cosy game embodies placemaking principles to create digital third-place experiences for players, supporting their emotional well-being in ways similar to in-person third places.

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/content/journals/10.1386/jgvw_00108_1
2025-01-29
2025-03-17
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