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Video game play and consciousness

dc.contributor.authorGackenbach, Jayne
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.identifier.citationGackenbach, J.I. (2012c). Introduction. In J.I. Gackenbach (Ed.), Video game play and consciousness. NOVA Science Publishers.
dc.rightsAll Rights Reserved
dc.subjectVideo games -- Psychological aspects
dc.titleVideo game play and consciousnessen
dc.typeBook Chapter