Video Games & the Novel
نویسندگان
چکیده
منابع مشابه
The Role of Avatar in Interactive Fictional World of Video Games
In third-person video games, players are able to move and progress in the interactive world of the game while watching their avatar from an external point of view. The purpose of this paper is to investigate the role of avatar in the interactive imaginary world of video games using double vision theory. This article is based on descriptive-analytical methods and the use of library data and imag...
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 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 کاملThe Rhetoric of Video Games
Animal Crossing is an “animal village simulator” for the Nintendo GameCube and DS video game consoles.1 As the game begins, the player has just left home tomove to the game’s small village. There he meets a host of cartoonish animal residents and settles into a new life. The player is penniless upon arrival, and the game quickly thrusts him into the reality of making ends meet. The village’s re...
متن کاملVideo 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...
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ژورنال
عنوان ژورنال: Daedalus
سال: 2021
ISSN: 0011-5266,1548-6192
DOI: 10.1162/daed_a_01841