JOURNAL ARTICLE

Cosy video games as digital third places for emotional well-being: Case studies of Stardew Valley, Coffee Talk Episode 2 and Kinder World.

  • Published In: Journal of Gaming & Virtual Worlds, 2024, v. 16, n. 3. P. 333 1 of 3

  • Database: Applied Science & Technology Source Ultimate 2 of 3

  • Authored By: Gunderman, Hannah C. 3 of 3

Abstract

This article examines how cosy video games—a sub-genre characterized by relaxed gameplay and safe, abundant environments—function as digital third places that support players’ emotional well-being. Third places are social environments distinct from home and work that foster relaxation, connection, and community through placemaking, the process of transforming abstract spaces into meaningful places. Using case studies of Stardew Valley, Coffee Talk Episode 2, and Kinder World, the article illustrates how these games create digital third places through immersive settings, NPC interactions, and player-driven customization, offering accessible alternatives to in-person third places for those facing barriers such as geographic, social, or health-related limitations. While digital third places may not fully replicate all benefits of physical ones, they provide valuable emotional respite and opportunities for identity development and social connection. The article calls for further research into enhancing digital third places and understanding their impact on diverse player communities.

Additional Information

  • Source:Journal of Gaming & Virtual Worlds. 2024/09, Vol. 16, Issue 3, p333
  • Document Type:Article
  • Subject Area:Nutrition and Dietetics
  • Publication Date:2024
  • ISSN:1757191X
  • DOI:10.1386/jgvw_00108_1
  • Accession Number:182503536
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