Video game play and consciousness
Video games -- Psychological aspects
The idea that such pervasive and ever-growing immersion in virtual play affects consciousness seems obvious and is the focus of this volume. These apparently wide-ranging topics have never been collected together under the consciousness and gaming header. Adding to any serious inquiry into gaming and consciousness must be the first-person account or the phenomenon itself. This book leads off with just such an examination. The 16 chapters in this edited book are divided into five sections: Player Experience; From Attention and Absorption to Flow; Unconscious Processing; Imaginal Considerations; and Applications. This book represents an international and interdisciplinary offering.
Gackenbach, J.I. (2012c). Introduction. In J.I. Gackenbach (Ed.), Video game play and consciousness. NOVA Science Publishers.
All Rights Reserved