Video game play and consciousness
dc.contributor.author | Gackenbach, Jayne | |
dc.date.accessioned | 2021-03-10 | |
dc.date.accessioned | 2022-05-31T01:43:09Z | |
dc.date.available | 2022-05-31T01:43:09Z | |
dc.date.issued | 2012 | |
dc.description.abstract | 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. | |
dc.description.uri | https://library.macewan.ca/full-record/cat00565a/5998053 | |
dc.identifier.citation | Gackenbach, J. (2012). Video game play and consciousness. Nova Science Publishers. | |
dc.identifier.uri | https://hdl.handle.net/20.500.14078/2162 | |
dc.language | English | |
dc.language.iso | en | |
dc.rights | All Rights Reserved | |
dc.subject | Video games -- Psychological aspects | |
dc.title | Video game play and consciousness | |
dc.type | Book | |
dspace.entity.type |