Article:
Games and Brains

dc.creatorPötzsch, Holger
dc.date.accessioned2022-01-07T10:36:44Z
dc.date.available2022-01-07T10:36:44Z
dc.date.issued2014-12-29
dc.description.abstractThe present article argues that recent claims made by studies in the cognitive neurosciences regarding a beneficial effect of violent action games, including ego-shooters, on human attention and other cognitive abilities have to be critically questioned. Are there other forms of attention than those these studies focused on? Are improvements of certain cognitive abilities the only relevant effects of violent action games? Or do procedural rhetoric, narrative frames, and affective as well as persuasive design of these applications necessitate a widened, interdisciplinary framework that might open for less assertive and clear-cut, yet more troublesome findings?en
dc.identifier.doihttp://dx.doi.org/10.25969/mediarep/17772
dc.identifier.urihttps://mediarep.org/handle/doc/18742
dc.languageeng
dc.publisherRoberto Simanowski
dc.publisher.placeBasel
dc.relation.isPartOfissn:1617-6901
dc.relation.ispartofseriesDichtung Digital. Journal für Kunst und Kultur digitaler Medien
dc.rightsCreative Commons Attribution Share Alike 4.0 Generic
dc.rights.urihttps://creativecommons.org/licenses/by-sa/4.0
dc.subjectvideo gameen
dc.subjectpsychologyen
dc.subject.ddcddc:794
dc.titleGames and Brainsde
dc.typearticle
dc.type.statuspublishedVersion
dspace.entity.typeArticleen
local.coverpage2022-01-07T11:42:54
local.source.epage8
local.source.issue2
local.source.issueTitleNr. 44
local.source.spage1
local.source.volume16

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