Contemplation, Subcreation, and Video Games
نویسندگان
چکیده
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 کاملVideo 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 کاملVideo 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 کاملCostly 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 کاملVideo 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 کاملذخیره 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