Video Game Play and Consciousness


Jayne Gackenbach (Editor)
Department of Psychology Grant MacEwan University, Edmonton, Alberta, Canada

Series: Perspectives on Cognitive Psychology, Computer Science, Technology and Applications
BISAC: PSY008000

The 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. (Imprint: Nova)

Table of Contents

Table of Contents


Section 1: Player Experience

Chapter 1: Breaking Realities
(Michael Highland, Independent Game Designer, Philadelphia, PA, USA)

Chapter 2: Experiencing Digital Games
(Jari Takatalo, Juhani Ihanus, Jyrki Kaistinen, Göte Nyman and Jukka Häkkinen, Institute of Behavioural Sciences University of Helsinki, and others)

Chapter 3: Psychological Consequences of Video Gaming, As Structured by Players
(Alexander Voiskounsky, Olga Mitina, Anastasiya Avetisova, Psychology Department, Moscow State University, Russia)

Section 2: From Attention and Absorption to Flow

Chapter 4: The Effects of Action Video Game Play on Vision and Attention
(Timothy Wright, Daniel P. Blakely, Walter R. Boot, Department of Psychology, Florida State University, Tallahassee, FL, USA)

Chapter 5: Absorption, immersion, and consciousness
(Joseph Glicksohn, Aviva Berkovich-Ohana, Department of Criminology, and The Leslie and Susan Gonda (Goldschmied)Multidisciplinary Brain Research Center, Bar-Ilan University and others)

Chapter 6: The Effect of Self-Consciousness on Immersion and Flow During Video Game Play
(Barry P. Smith, Department of Communication, Mississippi University for Women, Columbus, MS, USA)

Chapter 7: The Synchronization Theory of Flow: Consequences of a Limited Capacity for Attention and Consciousness
(Amber Westcott-Baker and René Weber, Department of Communication
University of California Santa Barbara, USA)

Chapter 8: Absorbed in Video Game Play: From Immersion to the Development of Consciousness
(Joan M. Preston, Department of Psychology, Brock University, St. Catharines, ON, Canada)

Section 3: Unconscious Processing

Chapter 9: Video Game Play and Dreams
(Jayne Gackenbach, Department of Psychology, Grant MacEwan University
Edmonton, Alberta, Canada)

Chapter 10: Incorporation of Game Elements in Dreams: Exploratory Research Into World Of Warcraft Dreaming
(Eva Murzy, Department of Psychology, University of Derby, UK)

Chapter 11: An Introduction to Game Transfer Phenomena in Video Game Playing
(Angelica B. Ortiz de Gortari, Mark D. Griffiths, School of Social Sciences, International Gaming Research Unit, Nottingham Trent University, Nottingham UK)

Section 4: Imaginal Considerations

Chapter 12: Transitional Spaces: Consciousness, the Imagination, and the Avatar-Mediated Experience
(Denise Doyle, School of Art and Design, University of Wolverhampton

Chapter 13: The Boundaries and Borders of Dissociation in Virtual Worlds and Games
(Gregory Patrick Garvey, Department of Visual and Performing Arts
Quinnipiac University, Hamden, Connecticut, USA)

Chapter 14: Optimizing Cognitive Coherence, Learning, and Psychological Healing With Drama-Based Video Games
(Stephen Brock Schafer, Department of Humanities and Social Sciences
Digipen Institute of Technology, Redmond, WA, USA)

Section 5: Applications

Chapter 15: Enhancing Game Play Experience Using Machine Consciousness
(Raúl Arrabales and Jorge Muñoz, Computer Science, Carlos III, University of Madrid, Spain)

Chapter 16: Shifting Worldview Using Video Game Technologies
(Gino Yu, Jeffery A. Martin, Paul Chai, Multimedia Innovation Centre
The Hong Kong Polytechnic University, Hung Hom, Hong Kong)


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