Why imaginary worlds? The role of self-exploration within online gaming worlds

Szolin, K. ORCID: 0000-0003-2494-3719 and Griffiths, M.D. ORCID: 0000-0001-8880-6524, 2022. Why imaginary worlds? The role of self-exploration within online gaming worlds. Behavioral and Brain Sciences, 45: e302. ISSN 0140-525X

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Abstract

Dubourg and Baumard (2021) posited that the key reason for the popularity and enduring appeal of imaginary worlds is that they "tap into preferences for exploration" and do so primarily in terms of the spatial environments of these worlds. However, we would argue that other forms of exploration may also account for the success and appeal of specific types of imaginary worlds, namely self-exploration within interactive imaginary worlds such as videogames.

Item Type: Journal article
Publication Title: Behavioral and Brain Sciences
Creators: Szolin, K. and Griffiths, M.D.
Publisher: Cambridge University Press (CUP)
Date: 2022
Volume: 45
ISSN: 0140-525X
Identifiers:
NumberType
10.1017/S0140525X21002077DOI
1513153Other
Rights: Accepted for publication.
Divisions: Schools > School of Social Sciences
Record created by: Linda Sullivan
Date Added: 01 Feb 2022 16:47
Last Modified: 18 May 2023 03:00
URI: https://irep.ntu.ac.uk/id/eprint/45474

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