Escolar Documentos
Profissional Documentos
Cultura Documentos
Scott Johnson
Mr. Quick
English 319
11 March 2017
Works Cited
Kutner, Lawrence, and Cheryl Olson. Grand Theft Childhood: the Surprising Truth about
Violent Video Games and What Parents Can Do. New York, Simon & Schuster, 2011.
Grand Theft Childhood is a novel about video games, and how they affect our
minds psychologically. The focus is children in this novel, but ultimately, the goal is to
dispel any false accusations placed on video games. The book frequently argues against
studies to do so. It’s stated that the way one interacts with a video game is no different
than the way one person is to interact with any other form of media, and we are all
exposed to it frequently. The entire book takes a positive outlook on the idea of gaming
as a whole in the hopes to change people’s perspectives to see how gaming isn’t an
Cheryl K Olson and Lawrence Kutner are both psychologists with their own
revolving around the inner workings of a child’s mind. Olson is an internationally known
expert who’s focus is the ability to change behavior through media. She has taken part in
groundbreaking studies about teens and video games that has shed light on the discussion
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of violent video games. This book is filled with counterarguments, and counters to those
counterarguments that anyone has the ability to utilize themselves. This book covers the
topic of video game violence, but narrows it down to psychological studies, somewhat
briefly touch upon items such as spatial presence and other items that go under the
umbrella of immersion. The lasting effects that these immersive atmospheres leave on a
Isbister, Katherine. How Games Move Us: Emotion by Design. Cambridge, MA, The MIT Press,
2016
This book centralizes around the idea that video games with good design have the
power to completely move us emotionally. Isbister argues that games can play a
of one in the act of playing may not develop enough mastery to completely be immersed
into the emotional aspects of games. Choice and flow are factors of games that
developers use to evoke more emotion and interaction from a player. Isbister hopes that
people can continue to look at video games the same way we can view a film that has
creates and studies games, as well as other computer-supported experiences. She and her
lab group have been cited in Wired, Scientific American, and NPR for their work on
establishing the connections between games, emotions, and social connections. She has a
Immersion contains the ability for a game to evoke emotion and actions from the player
in the real world. Isbister’s primary focus is this direct emotional connection, and it
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would be perfect to help embellish on how games can truly make us have real world
McGonigal, Jane. Reality Is Broken: Why Games Make Us Better and How They Can Change
To Jane McGonigal, reality is slowly starting to lose its edge when competed
against video games. She argues that the audience who plays video games is rapidly
expanding, and for a multitude of reasons. The primary focus is how gamers are
immersed into games, and have been spending massive amounts of time engaged in them.
McGonigal describes gaming as an atmospheric experience, one that takes gamers away
from the reality they choose to ignore, or simply escape for a short amount ot fime. As
this line between reality and virtual worlds becomes slimmer, she shows how gaming’s
lives and resolve real world problems. Reality is Broken is her book that brought her to
the New York Times bestselling list. McGonigal is the Director of Games Research &
Development at the Institute for the Future, a founder of Gameful, and a speaker with
numerous TED talks with her name. She has earned multiple awards, including the
“Entertainment Breakthrough of the Year” award from the World Technology Forum.
Her insight on the idea that the main appeal of video games is the immersive experience
it provides would be extremely beneficial to my paper. It’s a given that games can be
immersive, but McGonigal digs into how it changes us as people, and even how the
influence of these games are continuing to spread all over the world.
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Wirth, W., Ryffel, F., von Pape, T., & Karnowski, V. (in press). The development of video game
Using “The Elder Scrolls IV: Oblivion,” the journal argues how different
experiment run, it is argued that items such as Exploratory Behavior is an item that
information, they tend to learn more and find themselves having a more positive
experience. Spatial presence is explored, showing that gamers given more time to
engross themselves and almost feel as if they’re in a state in which they perceive
themselves in this mediated environment, their enjoyment spikes. Though virtual factors
are positive, it is also argued that when there is a glitch or minor problem with hardware
as one is playing their game, the effects of spatial presence is negated, and one’s fluency
This journal is by Werner Wirth; Fabian Ryffel; Thilo von Pape, and Veronika
Karnowski. All of whom are experts in their field of study, which is either psychology,
Psychology, Statistics, Sociology and Informatics – and is currently a full professor at the
Effects. Though none of them directly show their voice in the journal, the experiment is
clearly done with extreme care and knowledge on the topic beforehand – allowing nearly
every hypothesis to be completely correct by the end of the experiment. The overall
study depicted in the journal expands upon the variables that improve upon a positive
gaming environment – most of which that can be fit in the frame of “immersion.” Spatial
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presence is a strong binary state that has been mentioned by other sources on the same
topic, and this study only further credits it. It goes on to show how the way a player
Jennings, Lane. "Worlds to conquer online: multiplayer gaming comes of age; Imaginary worlds
enable billions to act out their dreams, and computerized fantasies offer opportunities to
make real money." The Futurist, July-Aug. 2006, p. 60+. Student Resources in Context,
link.galegroup.com/apps/doc/A147620411/SUIC?u=pala82631&xid=f07e972a. Accessed
11 Mar. 2017.
Edward Castronova states that “The line between games and real life has been
blurred.” The journal illustrates the ideal that online gaming is proceeding to be
populated more, and the interactions made in these virtual realms can be just as
captivating as those in the real world. Castronova shows how in-game economies with
their own currencies have branched into the real world, with people spending real money
to get “pretend” gear in this entirely fictional world to online players. With the
popularity of MMORPGs on the rise, friends, and even entire families go online to play
in the same online world – possibly to escape real-world problems. It’s argued that
online games can offer much greater personal satisfaction at an extremely low social cost.
Indiana University. He is famous for his works based on the economics of virtual realms.
Castronova has spent years monitoring the rise and spread of MMORPGs. An author of
works that explore the ideas of virtual currencies, and how they manage to protrude into
the real world – his expertise can provide me with more ways that virtual worlds are
slowly becoming more and more real, particularly in ones involving multiplayer
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engagement. Seeing how we as gamers are willing to shell out money or simply just get
engrossed towards an entirely fake economy is intriguing, and Castronova has spent a
massive amount of time studying just this phenomenon. Showing how we as consumers,
Felton, Derek S. "'Been there,' learned that: education through identity, presence, and narrative in
link.galegroup.com/apps/doc/A429632593/SUIC?u=pala82631&xid=5756689b.
acting on behalf other person controlling it. We embody the characters we play as, and
however, when we consider that our virtual avatar is in their “real world,” we as people
who play these games are invested as we project ourselves onto these characters. It is
argued that the virtual environment begins to feel real to any person who interacts with it,
which is the primary goal of any world designer in a game development company. This
which a person can create their own avatar and walk around in a completely malleable
virtual world that someone can alter – a teacher, or anyone with access to it. Learning
software has evolved to become more “gamified,” but would completely fail if there were
encourage research and scholarship in communications, media, and other related fields.
The conference is open for faculty, graduate, and undergrad students of the Indiana
topic of their choice. This presentation by Derek S Felton has his focus on how we as
people connect our real selves to virtual environments. In this, he references a multitude
of direct sources from research on gamification, and the identity theory. This central idea
of one’s identity, virtually and in reality, is just what I need for a discussion on how our
own personalities allow a projection of ourselves into virtual realms to be immersed in.
His vast source library will also allow me more points to turn to, if I require more
Manjoo, Farhad “If You Like Immersion, You’ll Love This Reality,” New York Times, April 02,
2014, https://www.nytimes.com/2014/04/03/technology/personaltech/virtual-reality-
perfect-for-an-immersive-society.html.
This article in the New York Times shows how virtual reality, both in gaming and
simply the experience itself, is becoming more and more relevant. With Mark
Zuckerberg investing into virtual reality, he comments on an experience – one that agrees
with the idea that virtual reality is becoming more and more real. Virtual reality still has
that transports any user to a realm in which they will be completely immersed into.
Virtual reality allows one’s experience in a virtual space to have a powerful human
connection, allowing the triggering of physical responses when certain events are to
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happen. It goes on to speak of the inevitable rise of virtual reality due to the immersive
qualities it produces.
Farhad Manjoo is as technology columnist with the New York Times. He has had
previous writing experience on the topic of technology with Slate and the Wall Street
Journal. This article takes information directly from Dr. Jeremy Bailenson, a virtual
reality researcher who directs Stanford University’s Virtual Human Interaction lab.
Through Bailenson’s insight, it’s easy to see the way that virtual reality is effective in
taking one person into an entirely different world. The only way that any of these tools
would work would be by a person allowing them to be completely immersed into it.
Giving into the simulation and having technology growing to accommodate this type of
experience only further proves how in gaming and other media – immersion is key.
Stuart, Keith. "What do we mean when we call a game 'immersive'?" Guardian Games blog.
<https://www.theguardian.com/technology/gamesblog/2010/aug/10/games-science-of-
immersion>..
Stuart states how the importance of set dressing is a massive part of game creation. By
removing arbitrary spaces and fleshing out the environment one person explores in a
game, it becomes more like an actual living location someone could visit in real life. It’s
argued that making more correlations to virtual and real world emotions also manages to
pull the gamer into the midst of a game they’re playing. Allowing events like a romantic
dialogue, or even simple social conversations allows a person playing a game to become
Keith Stuart is popular news source theguardian’s games editor. With over 20
years of experience, Keith Stuart has prowess in writing on video games, technology, and
digital media. Stuart has also written for large gaming culture publications such as PC
Gamer and The Official PlayStation Magazine. As a gamer himself, he has firsthand
experience as to what makes games truly immersive. With these direct examples, I can
further embellish upon items such as set dressing and direct emotional connections that
people have with the games they play. It’s often forgotten how people’s personalities and
their personal thoughts play a major role in how they are affected when they play a game
– and whether they lose track of time or not. This article by Stuart talks about this in a
sense that gaming is an imaginative experience that anyone can feel for themselves.
Mahar, Ian. "The Two Ways You Become Immersed in Video Games." Kotaku. Kotaku.com, 08
immersed-in-video-games>.
This article by neuroscientist Ian Mahar talks about how something as simple as
text has the ability to alter a person’s cognition to the extent that they place themselves
into a scene, and even how they identify themselves in this scene. This of course, is
simply what people call “immersion.” He argues that video games take the most crucial
aspects of immersion and meld them together into something amazing, such as a game’s
story, music, characters, and general environments. Mahar states that immersion isn’t
necessary for all games, as puzzle games like Tetris may not necessarily be immersive,
but is still engaging. Immersion is said not to be in just one form. There is “impersonal
in which you directly put yourself in a game, your thoughts, and your appearance,
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whatever the game world may allow you to do. Both allow you to be engrossed in a
game, but personal immersion seems to be more enticing, as it is a lot closer to connect
with because rather than putting yourself in another character’s shoes, it’s more like
Ian Mahar is a neuroscience expert who has earned the Grad Excellence Award in
Neurology & Neurosurgery from McGill University. His primary focus has been the
and the psychological effects that can be connected to it, adds a voice to the conversation
of gaming immersion that can easily be taken as truth by anyone who reads it. Knowing
how we project ourselves onto our own virtual avatars is a huge part of being sucked into
a game that one is playing. By putting your entire mental capacity into playing a video
game, your brain begins to take you into a world that is still entirely fictional, and yet,
very real emotions are triggered – just like watching a movie or reading a novel. This
This video game trilogy is still one of my favorite experiences I have ever had
with gaming. Period. Mass Effect 1-3 is a series of games following the journey of
Commander Shepard. A playable character you get to customize, and completely choose
the destiny of. With every encounter allowing you to select from several dialogue
options, a player is given the ability to tailor their story and create their own individual
experience. The central focus of this game was not only the exciting gameplay, but the
immersive storytelling that BioWare had hoped to create. With a vast amount of codex
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entries, and side missions to flesh out the characters you met on your ship, the game is a
role-playing game at its core - a role-playing game with the intention to pull a player into
an entirely different reality, one that the player controls in a variety of different ways.
release, BioWare continues to comment on how immersion has been what allows games
Mass Effect is a game developed BioWare, a company with the tagline of “Rich
Stories, Unforgettable Characters, and Vast Worlds.” BioWare has had numerous
successes with their critically acclaimed titles, including the Mass Effect series (one of
the highest rated game series of all time), Dragon Age, and even Star Wars: Knights of
the Old Republic. Their focus is to deliver the most emotionally engaging games
possible, and their expertise in the realm of immersing a player in their games has come
to fruition in the past several years. Mass Effect in particular is a game that is near and
reference, one could easily point out elements that have been mentioned in other
scientific studies. Set dressing and vivid storytelling are just a couple of parts of
BioWare’s formula, and the Mass Effect series has been a prime example of what an