Developing a Theory of Subjectivity for Video Gaming
dc.contributor.advisor | Teo, Thomas | |
dc.contributor.author | Miller, Tony | |
dc.date.accessioned | 2020-11-13T13:42:55Z | |
dc.date.available | 2020-11-13T13:42:55Z | |
dc.date.copyright | 2019-08 | |
dc.date.issued | 2020-11-13 | |
dc.date.updated | 2020-11-13T13:42:54Z | |
dc.degree.discipline | Psychology(Functional Area: History and Theory) | |
dc.degree.level | Master's | |
dc.degree.name | MA - Master of Arts | |
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.subject.keywords | Video games | |
dc.subject.keywords | Suture theory | |
dc.subject.keywords | Subjectivity | |
dc.title | Developing a Theory of Subjectivity for Video Gaming | |
dc.type | Electronic Thesis or Dissertation |
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