Contemplation, Subcreation, and Video Games

نویسندگان

چکیده

برای دانلود باید عضویت طلایی داشته باشید

برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

منابع مشابه

Video Games and Crime

Psychological studies find that video game play is associated with markers for violent and antisocial attitudes. It is plausible that these markers indicate either whetted or sated preferences for antisocial behavior. I investigate whether a proxy for video gaming is associated with the prevalence of various crimes and find evidence that gaming is associated with significant declines in crime a...

متن کامل

Video Games and Citizenship

In their article "Video Games and Citizenship" Jeroen Bourgonjon and Ronald Soetaert argue that digitization problematizes and broadens our perspective on culture and popular media, and that this has important ramifications for our understanding of citizenship. Bourgonjon and Soetaert respond to the call of Gert Biesta for the contextualized study of young people's practices by exploring a part...

متن کامل

Video Games

The authors review recent research that reveals how today’s video games instantiate naturally and effectively many principles psychologists, neuroscientists, and educators believe critical for learning. A large body of research exists showing that the effects of these games are much broader. In fact, some types of commercial games have been proven to enhance basic perceptual and cognitive skill...

متن کامل

Costly Contemplation∗

We study preferences over opportunity sets. Such preferences are monotone if every opportunity set is at least as good as its subsets. We prove a representation theorem for monotone preferences. The representation suggests that the decision maker optimally contemplates his mood before making his ultimate choice from his opportunity set. We show that our model reduces to that of Kreps (1979) whe...

متن کامل

Video Games 1 Running head: VIDEO GAMES The Influence of Video Games on Social, Cognitive, and Affective Information Processing

Introduction Computer and console-based video games represent a pervasive form of leisure activity in industrialized nations beginning in early to middle childhood and continuing through adulthood. A recent representative sample of U.S. teens found that 99% of boys and 94% of girls had played video games example, a survey of over 600 eighth and ninth grade students found that boys averaged 13 h...

متن کامل

ذخیره در منابع من


  با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید

ژورنال

عنوان ژورنال: Religions

سال: 2018

ISSN: 2077-1444

DOI: 10.3390/rel9050142