Browsing by Author "Bown, Johnathan"
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ItemBoundaries of self and reality online : implications of digitally constructed realities(2017) Gackenbach, Jayne; Bown, JohnathanAs technology continues to rapidly advance, individuals and society are profoundly changed. So too are the tools used to measure this universe and, therefore, our understanding of reality improves. Boundaries of Self and Reality Online examines the idea that technological advances associated with the Internet are moving us in multiple domains toward various "edges." These edges range from self, to society, to relationships, and even to the very nature of reality. Boundaries are dissolving and we are redefining the elements of identity. The book begins with explorations of the digitally constructed self and the relationship between the individual and technological reality. Then, the focus shifts to society at large and includes a contribution from Chinese researchers about the isolated Chinese Internet. The later chapters of the book explore digital reality at large, including discussions on virtual reality, Web consciousness, and digital physics. ItemDream incorporation of video game play as a function of interactivity and fidelity(2011) Gackenbach, Jayne; Rosie, Matthew; Bown, Johnathan; Sample, TylerVideo game play offers the opportunity to investigate the continuity hypothesis. By using interactive video games, rather than passive films, as a controlled manipulation an engaging pre-sleep experience is possible. Several researchers have successfully used video games to investigate dream incorporation. In the current study interactivity and fidelity were the independent measures manipulating immersion in a commercially available video game. Interactivity was either passive or active, while fidelity was high screen resolution and stereophonic headset audio versus low. We expected the highest dream incorporation in the high fidelity/high interactivity condition. Incorporation was assessed by subject self-report and judges’ evaluations. The independent variable of fidelity was especially strong both in the manipulation and in the subsequent dream incorporation for self report while interactivity became the dominant variable when viewed from the judges’ perspectives. The effects of demand characteristics and emotionality were also considered. ItemEmbodied experiences: affective and cognitive benefits of gaming. Video games, nightmares, and emotional processing(2015) Gackenbach, Jayne; Bown, JohnathanEmotions, Technology, and Digital Games explores the need for people to experience enjoyment, excitement, anxiety, anger, frustration, and many other emotions. The book provides essential information on why it is necessary to have a greater understanding of the power these emotions have on players, and how they affect players during, and after, a game. ItemVideo game presence as a function of genre(2011) Gackenbach, Jayne; Bown, JohnathanWhile presence, or the sense of being there, is widely understood to be important in game play, it has not often been examined in terms of video game genre. This is important as presence in a game informs the absorption in play. In the present inquiry self reported presence during a recently played game was examined as a function of genre. Presence was assessed using a version of the presence inventory developed by Lombard and Ditton (1997). The wording of the items were adjusted to conform with video game just played. Additionally the self reported games just played were classified into genre. These included Action, Adventure, Driving, Miscellaneous (Casual), Role Playing, and Sport. Genre differences in presence were examined. It was found that Casual genre’s had the least presence overall while the classically hard core genres (Action, Adventure, Role Playing) were highest in overall presence. Sociability elements of presence differed as well across genre.