Video game play and consciousness
2012
No
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. (2012). Video game play and consciousness. Nova Science Publishers.
Books
English
https://library.macewan.ca/full-record/cat00565a/5998053
All Rights Reserved