Abstract
dc:description.abstractVideo 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.
Author and committee
dc:creator, dc:contributor.*- Author dc:creator
-
- Miller, Tony
- Advisor dc:contributor.advisor
-
- Teo, Thomas
Subjects
dc:subject × 1Rights
dc:rights- Statement dc:rights
-
- Author owns copyright, except where explicitly noted. Please contact the author directly with licensing requests.
- Language dc:language
- en
Identifiers
dc:identifier.*- Handle dc:identifier.uri
- http://hdl.handle.net/10315/37854
- OAI identifier oai:identifier
- oai:yorkspace.library.yorku.ca:10315/37854