Dangers of Playing with the Virtual Other in Mind

Author(s):  
Katharina Mittlböck

This chapter contributes to the discussion on worth and dangers of digital role-playing games. With a psychoanalytical approach it focuses on the psyche's abilities provided by entering a game space. Building on the basic axioms of psychoanalysis a set of hypotheses concerning a psychoanalytic view on the act of playing is developed, which is systematically processed in the following. The aim of these deliberations is to outline that playing always means to deal with certain chaos in the sense of an unknown and unfamiliar structure in which the player immerses. The narrow edge between facilitating personality development on the one side and overwhelming - the player's psyche endangering - chaos on the other is worked out. The chapter is a revised part of an upcoming transdisciplinary PhD-thesis in the field of educational science and game studies.

2010 ◽  
Vol 39 ◽  
pp. 436-440
Author(s):  
Zhi Ming Qu

In recent years, much research has been devoted to the refinement of IPv6; on the other hand, few have investigated the confusing unification of interrupts and Internet QoS. In this position paper, it demonstrates the emulation of interrupts. In order to overcome this quagmire, a novel system is presented for the intuitive unification of expert systems and massive multiplayer online role-playing games. It is concluded that erasure coding can be verified to make heterogeneous, interposable, and event-driven, which is proved to be applicable.


Author(s):  
Feng Zhu

This paper aims to critically introduce the applicability of Foucault’s late work, on the practices of the self, to the scholarship of contemporary computer games. I argue that the gameplay tasks that we set ourselves, and the patterns of action that they produce, can be understood as a form of ‘work on the self’, and that this work is ambivalent between, on the one hand, an aesthetic transformation of the self – as articulated by Foucault in relation to the care or practices of the self – in which we break from the dominant subjectivities imposed upon us, and on the other, a closer tethering of ourselves through our own playful impulses, to a neoliberal subjectivity centred around instrumentally-driven selfimprovement. Game studies’ concern with the effects that computer games have on us stands to gain from an examination of Foucault’s late work for the purposes of analysing and disambiguating between the nature of the transformations at stake. Further, Foucault’s tripartite analysis of ‘power-knowledge-subject’, which might be applied here as ‘game-discourse-player’, foregrounds the imbrication of our gameplay practices – the extent to which they are due to us and the way in which our own volitions make us subject to power, which is particularly pertinent in the domain of play.


2021 ◽  
pp. 146144482110547
Author(s):  
Henry Korkeila

This study explored how social capital has been utilized in video-game studies by conducting a scoping review. In total, 74 peer-reviewed publications were analysed from three different databases. The following aspects pertaining to social capital were analysed: definition, methodology, game or genre as stimulus, its utilization inside or outside the stimulus, whether it was the sole concept or variable, how it was utilized, whether social capital was used to predict variables or whether variables were used to predict it, and what where the predicted or predicting variables. The results of the analysis show that Putnam’s research, the quantitative method and Massively Multiplayer Online Role-Playing Games were most commonly combined. Social capital was predominantly utilized in binary form. It was utilized almost equally inside and outside the video games’ sphere of influence. The study then presents the main findings and discusses future research avenues.


2017 ◽  
Vol 65 (3) ◽  
pp. 473-489 ◽  
Author(s):  
Patrick Luyten

Sidney Blatt’s seminal contributions in the domain of personality development, psychopathology, and health rank among the best researched and most empirically supported theories in psychoanalysis. Blatt is known primarily for his two-polarities model of personality development, which he viewed as evolving through a dialectical, synergistic interaction between two fundamental processes across the lifespan: the development of interpersonal relatedness on the one hand, and of self-definition on the other. In this model, psychopathology is viewed as an attempt to find a balance, however distorted, between relatedness and self-definition. Neurobiological research has confirmed the intrinsic dialectical relationship between these two processes in the development of the neural circuits subserving these capacities, a finding with important implications for physical health. Research relevant to these ideas is reviewed, and the influence that Blatt’s approach has had in reintroducing psychodynamic factors into contemporary psychology and psychiatry, as reflected in DSM-5, is discussed.


2021 ◽  
Vol 15 (3) ◽  
pp. 76-78
Author(s):  
Türkan Baba qızı Qəniyeva ◽  

I emphasized. The way of harmonious personality development pass from quality education. After, possible ways to present role-playing games in the teaching of ninth-grade biology and difficult topics with role-playing games explained on base of an example Key words: harmonious personality, 9th-grade biology teaching, method of role-playing games, lesson an example


2014 ◽  
pp. 84 ◽  
Author(s):  
Christophe Duret

The term immersion, when applied to RPGs and video games, refers to phenomena that sometimes pertain to perception, sometimes psychology. It means a sensation experienced by the player in their relationship with the diegesis of the game, with the stories generated when interacting with the game itself or with their character. Immersion therefore appears to be a concept whose usefulness for game studies seems to be compromised by the multiplicity of phenomena it covers. We therefore propose to, on the one hand uncover the different meanings of immersion through a review of the literature, and on the other hand, to offer an alternative to this notion by proposing an explanatory model which subsumes the phenomena to which it refers in conjunction with the concepts of attentional resource distribution and the framing of the videoludic experience.


2019 ◽  
Vol 95 (3) ◽  
pp. 429-444
Author(s):  
Stefan Müller ◽  
Christian Nerowski

Abstract Precision and Contingency. An Area of Tension in the Assignment of Scientific Concepts Given the fact that the scientific discourse on education is based on educational- scientific concepts, it is surprising that the methodology of the assignment of these concepts is hardly addressed and reflected. This article raises a tension of the requirements of concepts in educational science between precision, accuracy and exactness on the one hand; and contingency, openness, and dynamics on the other hand. In this article we reject attempts to resolve the tension to only one side, which would mean to give preference to either precision or contingency and neglect the other side. In contrast we sketch a model for the assignment of educational-scientific concepts that unites both sides of the tension: If precision is understood as a requirement for the concept as a product, and the consideration of contingency is understood as a requirement for the process of the assignment, it is possible to assign concepts that both are precise and consider their contingency.


2015 ◽  
Vol 10 (1) ◽  
pp. 133-152 ◽  
Author(s):  
Julie McDonough Dolmaya

Reacting to the Past is a pedagogical approach that incorporates historical role-playing games into the classroom. In this paper I discuss this approach and demonstrate how it could be adapted for translation studies courses. Two games are described: one is set in England in the early 1500s and focuses on William Tyndale’s English translation of the Bible, while the other is set in Canada in 2007 and focuses on the development of the Canadian standard for translation services. Finally, to shed some light on the experiences and reactions of students who are taught using the Reacting to the Past approach, I briefly discuss the results of a survey of translation students who played the two games in an undergraduate theory of translation course during the Fall 2012 term.


2020 ◽  
Vol 32 (3) ◽  
pp. 32-52
Author(s):  
L.V. Moyzhes ◽  

The purpose of this article is to propose a method for analyzing the ideo­logical content of video games while taking into account the agency of the players. The interactivity of video games as a medium has been attracting the attention of researchers for many years, raising, in particular, the ques­tion of how this unique property serves to broadcast certain ideologies. The ability of games to make ideological statements was discussed by Bogost, Frasca, Aarseth, and many other pioneers of game studies. Video games were analyzed both in the context of older media forms that promoted certain ideas through plots, visuals, and other traditional means, and as unique types of objects that can make statements through rules. I aim to introduce the player — as a subject who is able to transform and conceptual­ize the game based on their own cultural background — to this discussion. Using James Gibson’s theory of affordances, I want to acknowledge the player’s freedom of interpretation, the potential to assign one or another ideology to the game in each playthrough. On the one hand, the player acts as a consumer of content; on the other hand, they are a co-author who will use the tools offered by the video game to produce their own state­ments, to be interpreted independently. This leaves the final decision about the ideology of the game to the consumer; thus, game studies need an ap­proach that allows the analysis of the ideological content of specific games. It is especially important in the light of more and more games prioritizing player freedom and not providing any clear plot or even victory conditions. Of course, research can still proclaim, and rightfully so, that the specific rules in such games bear traces of certain ideological systems — capitalism or secularism, for example. But individual players could undermine such interpretations both at the level of reading the game as a “text”, and at the level of interactive actions inspired by those readings.


Author(s):  
Iryna Savenkova ◽  
Yulia Missuk

The problem of the relationships of mechanisms of psychological protection with the process of adaptation of students is considered to the educational environment in the university in this article. It is justified the feasibility of the study student period, that places higher demands to the psychological protection of the individual. The description of the theoretical justification of the problem of psychological protection and its features is given on the analysis of the scientific literature. It is presented the picture of the strategies of adaptive behavior of the person. The psychodiagnostic techniques are described such as ( test "Lifestyle Index" К. R. Plutchik – G. Kelermag, the methodology "The indicator of strategies to overcome stress" of D. R. Amirkhan in the adaptation of N.O. Syroty and V.M. Yalta, the multifactor personal questionnaire "The adaptability" of A. G. Maklakova in the adaptation of S. V. Chermyanin, the test of semantic and real orientations of D. O. Leontiev, the methodology of determining the stylistic features of self-regulation of behavior by V. I. Morosanova and E. M. Konoz). All they are used in the research of the features of psychological protection of personality and transformational adaptation. It is given the data of empirical research of features of formation of strategies of adaptive behavior in the course of psychological protection of the personality of the student. The psychological protection and personality development are related with each other, allowing the individual to adapt to difficult living conditions. On the one hand, the psychological protection is a condition for the harmonious development of the student's personality. It allows to provide adaptation through realization of balance of dynamic process of development. On the other hand, the development of personality in adolescence period is one of the conditions of psychological protection, ensuring the process of transformation of the individual and its life. The constructive interaction with the surrounding world is not possible without it. On the one hand, the self-protective efforts of a person are aimed at adaptation to the environment (preservation), and on the other hand, to the transformation of the psychological situation (change).


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