{"id":{"repo_id":"york","oai_identifier":"oai:yorkspace.library.yorku.ca:10315/37854"},"canonical_url":"https://search.dev.ndltd.org/etd/york/oai:yorkspace.library.yorku.ca:10315/37854","repository":{"repo_id":"york","name":"York University","base_url":"https://yorkspace.library.yorku.ca/oai/request"},"display":{"title":"Developing a Theory of Subjectivity for Video Gaming","abstract":"Video game studies in mainstream psychology are often limited to investigating the positive and negative effects of playing on mental health. These studies adhere to a reductionist perspective trying to make a direct link between violence, depression, or anxiety and playing video games. I argue that to fully understand the subjective experience of video gaming, there is a need to develop a theory of subjectivity that can explain why and how immersion happens in the experience of playing video games. To develop this theory, I compare the experience of playing video games to the experience of watching a movie and then, based on preexisting subjectivity theories in cinema, I try to develop a similar theory for gaming experience. Based on the empirical data collected from interviewing gamers and my theoretical insights, I provide a theory of subjectivity which explains the subjective experience of playing video games.","abstract_html":"Video game studies in mainstream psychology are often limited to investigating the positive and negative effects of playing on mental health. These studies adhere to a reductionist perspective trying to make a direct link between violence, depression, or anxiety and playing video games. I argue that to fully understand the subjective experience of video gaming, there is a need to develop a theory of subjectivity that can explain why and how immersion happens in the experience of playing video games. To develop this theory, I compare the experience of playing video games to the experience of watching a movie and then, based on preexisting subjectivity theories in cinema, I try to develop a similar theory for gaming experience. Based on the empirical data collected from interviewing gamers and my theoretical insights, I provide a theory of subjectivity which explains the subjective experience of playing video games.","abstract_has_math":false,"creators":["Miller, Tony"],"institution":null,"degree_name":null,"degree_level":null,"degree_discipline":null,"degree_department":null,"school":null,"contributors":[],"advisors":["Teo, Thomas"],"committee_chairs":[],"committee_members":[],"year":2020,"date_issued":"2020-11-13","date_published":"2020-11-13","updated_at":"2026-07-24T06:33:43Z","subjects":["Psychology"],"languages":["en"],"rights":["Author owns copyright, except where explicitly noted. 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To develop this theory, I compare the experience of playing video games to the experience of watching a movie and then, based on preexisting subjectivity theories in cinema, I try to develop a similar theory for gaming experience. Based on the empirical data collected from interviewing gamers and my theoretical insights, I provide a theory of subjectivity which explains the subjective experience of playing video games."]},{"key":"dc:title","label":"Title","values":["Developing a Theory of Subjectivity for Video Gaming"]}]}],"canonical_facts":{"dc:contributor.advisor":["Teo, Thomas"],"dc:creator":["Miller, Tony"],"dc:date.accessioned":["2020-11-13T13:42:55Z"],"dc:date.available":["2020-11-13T13:42:55Z"],"dc:date.issued":["2020-11-13"],"dc:description.abstract":["Video game studies in mainstream psychology are often limited to investigating the positive and negative effects of playing on mental health. These studies adhere to a reductionist perspective trying to make a direct link between violence, depression, or anxiety and playing video games. I argue that to fully understand the subjective experience of video gaming, there is a need to develop a theory of subjectivity that can explain why and how immersion happens in the experience of playing video games. To develop this theory, I compare the experience of playing video games to the experience of watching a movie and then, based on preexisting subjectivity theories in cinema, I try to develop a similar theory for gaming experience. Based on the empirical data collected from interviewing gamers and my theoretical insights, I provide a theory of subjectivity which explains the subjective experience of playing video games."],"dc:identifier.uri":["http://hdl.handle.net/10315/37854"],"dc:language":["en"],"dc:rights":["Author owns copyright, except where explicitly noted. Please contact the author directly with licensing requests."],"dc:subject":["Psychology"],"dc:title":["Developing a Theory of Subjectivity for Video Gaming"],"dc:type":["Electronic Thesis or Dissertation"]},"updated_at":"2026-07-24T06:33:43Z"}