Book Reviews

Projections ◽  
2020 ◽  
Vol 14 (2) ◽  
pp. 102-123
Author(s):  
Kata Szita ◽  
Paul Taberham ◽  
Grant Tavinor

Bernard Perron and Felix Schröter, eds., Video Games and the Mind: Essays on Cognition, Affect and Emotion (Jefferson, NC: McFarland, 2016), 224 pp., $39.95 (softcover), ISBN: 9780786499090.Christopher Holliday, The Computer-Animated Film: Industry, Style and Genre (Edinburgh: Edinburgh University Press, 2018), 272 pp., $39.95 (paperback), ISBN: 9781474427890.Aubrey Anable, Playing with Feelings: Video Games and Affect (Minneapolis: Minnesota University Press, 2018), 200 pp., $25.00 (paperback), ISBN: 9781517900250. and Christopher Hanson, Game Time: Understanding Temporality in Video Games (Bloomington: Indiana University Press, 2018), 296 pp., $38.00 (paperback), ISBN: 9780253032867.

Author(s):  
Stephen Brock Schafer ◽  
Gino Yu

The development of more meaningful video games is becoming increasingly possible by recent advances in video game technologies, neurosciences, and biofeedback. In the near future, meaningful video games will be designed to facilitate personal-psychological transformation. Unlike “serious games” that focus on education and “conditioning” the mind, meaningful games will cultivate emotional intelligence, somatic awareness, and archetypal integration in order to “un-condition” the mind and thereby facilitate psychologically meaningful personal transformations. Meaningful game research will access the dynamics of psychological transformation in order to enhance archetypal awareness, intuition, and insight on the part of players. Within the genre of meaningful video games, Drama-Based Games (DBG) add an unprecedented dimension for psychological engagement and decision-making. Because they extend psychological player immersion to the dimension of “physical” interactivity, (DBG) incorporate the full range of psychological functions defined by Carl Jung. Because psychological experiences are correlated with physiological processes, DBG may be used as research instruments for quantifying diverse biometric-psychological interactions that occur during game play. Advances in electronics now enable the real-time and non-intrusive capturing of physiological data such as brain waves (e.g., electroencephalography), heart-rate variability, skin response, and facial expression. This data can provide an objective basis for measuring dimensions of the cognitive unconscious in test subjects as they respond to game experiences. The ultimate goal of research is to provide veridical data relative to the psychological parameters of an increasingly mediated global environment—a Psychecology—and to study the ensuing world-view.


2019 ◽  
Vol 52 (1) ◽  
pp. 150-160
Author(s):  
Charles Middleburgh ◽  
Marc Saperstein ◽  
Ursula Rudnick ◽  
Lia D. Shimada

Bar Mitzvah: A History, by Rabbi Michael Hilton, University of Nebraska Press/Jewish Publication Society, 2014, ISBN: 978-0-8276-0947-1, 360pp., £22.99The Beginnings of Ladino Literature: Moses Almosnino and His Readers, by Olga Borovaya, Bloomington, Indiana University Press, 2017, ISBN: 978-0- 253-02552-4 (hardback), 317 pp., $60.00Deep Calls to Deep: Transforming Conversations between Jews and Christians, edited by Tony Bayfield, London, SCM, 2017, ISBN: 978-0-334-05512-9 (paperback), 368 pp., £40.00Confessions of a Rabbi, by Jonathan Romain, London, Biteback Publishing, 2017, ISBN: 978-1-78590-189-8 (paperback), 306 pp., £12.99


2016 ◽  
Vol 2016 ◽  
pp. 1-9 ◽  
Author(s):  
Erik Geslin ◽  
Laurent Jégou ◽  
Danny Beaudoin

Classifying the many types of video games is difficult, as their genres and supports are different, but they all have in common that they seek the commitment of the player through exciting emotions and challenges. Since the income of the video game industry exceeds that of the film industry, the field of inducting emotions through video games and virtual environments is attracting more attention. Our theory, widely supported by substantial literature, is that the chromatic stimuli intensity, brightness, and saturation of a video game environment produce an emotional effect on players. We have observed a correlation between the RGB additives color spaces, HSV, HSL, and HSI components of video game images, presented ton=85participants, and the emotional statements expressed in terms of arousal and valence, recovered in a subjective semantic questionnaire. Our results show a significant correlation between luminance, saturation, lightness, and the emotions of joy, sadness, fear, and serenity experienced by participants viewing 24 video game images. We also show strong correlations between the colorimetric diversity, saliency volume, and stimuli conspicuity and the emotions expressed by the players. These results allow us to propose video game environment development methods in the form of a circumplex model. It is aimed at game designers for developing emotional color scripting.


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