Exploring the Potential of Game Audio for Wellbeing Katja Rogers Lennart Nacke Ulm University University of Waterloo Ulm, Germany Waterloo, Canada
[email protected] [email protected] ABSTRACT relating to the high stress environments they are performed in. Music listening has long-standing ties to mental health, pos- For example, some professions like education or health care itive affective states, and wellbeing. Even outside of clini- services feature environments with chronic imbalances in the cal contexts, music is increasingly being explored as a cost- demands they place on individuals in comparison to resources effective, ubiquitous way to support emotion regulation and provided to meet those demands [39]. Exposure to stress and stress reduction in people’s everyday lives. Games have also related mental health issues in turn also predisposes people to been shown to have the capability to improve player well-being physical illness such as cancer and cardiovascular disease; this in certain contexts. However, the role of players’ exposure link between mental and physical health issues also leads to to background music in games toward leveraging this effect significant economic consequences [39, 44]. The WHO have has not been explored specifically. We explore the potential of emphasized the importance of prevention for achieving this games to act as a tool for relaxation and stress reduction for goal [44]. The reduction of stress in everyday life is therefore a the general public and discuss future research directions. good measure to improve the health of the general population and support their wellbeing. ACM Classification Keywords Games are, ideally, fun and enjoyable.