Massachusetts Institute of Technology
Double play : athletes' use of sport video games to enhance athletic performance
Abstract
dc:description.abstractA design feature of contemporary sport video games allows elite athletes to play as themselves in life-like representations of actual sporting events. The relation between playing sport video games and actual physical performance has not yet been established. Drawing on data from interviews and observations of elite athletes playing sport video games, this thesis explores why elite athletes are playing these video games as their virtual selves, and establishes a framework for understanding how this play may enhance learning opportunities. Building on theories based in the disciplines of psychoanalysis, education, and neuroscience, this thesis argues that virtual play by athletes playing as themselves in sport video games has the potential to support and encourage physical performance.
Degree
thesis:*- Department dc:contributor.department
- Massachusetts Institute of Technology. Dept. of Comparative Media Studies.
- Grantor dc:publisher
- Massachusetts Institute of Technology
- Year dc:date.issued
- 2010
Author and committee
dc:creator, dc:contributor.*- Author dc:creator
-
- Silberman, Lauren (Lauren Beth)
- Advisor dc:contributor.advisor
-
- William Uricchio.
Subjects
dc:subject × 1Rights
dc:rights- Statement dc:rights
-
- M.I.T. theses are protected by copyright. They may be viewed from this source for any purpose, but reproduction or distribution in any format is prohibited without written permission. See provided URL for inquiries about permission.
- Licence dc:rights.uri
- Language dc:language.iso
- eng
Identifiers
dc:identifier.*- Handle dc:identifier.uri
- http://hdl.handle.net/1721.1/59733
- OAI identifier oai:identifier
- oai:dspace.mit.edu:1721.1/59733