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Developing a Theory of Subjectivity for Video Gaming

dc.contributor.advisorTeo, Thomas
dc.contributor.authorMiller, Tony
dc.date.accessioned2020-11-13T13:42:55Z
dc.date.available2020-11-13T13:42:55Z
dc.date.copyright2019-08
dc.date.issued2020-11-13
dc.date.updated2020-11-13T13:42:54Z
dc.degree.disciplinePsychology(Functional Area: History and Theory)
dc.degree.levelMaster's
dc.degree.nameMA - Master of Arts
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.
dc.identifier.urihttp://hdl.handle.net/10315/37854
dc.languageen
dc.rightsAuthor owns copyright, except where explicitly noted. Please contact the author directly with licensing requests.
dc.subjectPsychology
dc.subject.keywordsVideo games
dc.subject.keywordsSuture theory
dc.subject.keywordsSubjectivity
dc.titleDeveloping a Theory of Subjectivity for Video Gaming
dc.typeElectronic Thesis or Dissertation

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