Video game play and consciousness

dc.contributor.authorGackenbach, Jayne
dc.date.accessioned2021-03-11
dc.date.accessioned2022-05-31T01:43:11Z
dc.date.available2022-05-31T01:43:11Z
dc.date.issued2012
dc.description.abstractThe 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.urihttps://library.macewan.ca/full-record/cat00565a/5998053
dc.identifier.citationGackenbach, J.I. (2012c). Introduction. In J.I. Gackenbach (Ed.), Video game play and consciousness. NOVA Science Publishers.
dc.identifier.urihttps://hdl.handle.net/20.500.14078/2176
dc.languageEnglish
dc.language.isoen
dc.rightsAll Rights Reserved
dc.subjectVideo games -- Psychological aspects
dc.titleVideo game play and consciousness
dc.typeBook Chapter
dspace.entity.type
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