The good, the bad, or the ugly? A multilevel perspective on electronic game effects
When pundits - and some researchers - proclaim electronic games either altogether good or altogether bad for society, they often miss theoretical subtleties that if considered would allow us to see both the boon and the burden of the emerging technology and point to important future possibilities. Most important, these critics often fail to recognize that variability exists at different levels of analysis and in the interactions: between players, between games, between contexts, and so forth. The simultaneous existence of both positive and negative consequences of electronic games can be elaborated and reconciled in part through a multilevel perspective on electronic game effects whereby important variables exist at the levels of the individual, game content, and societal time or space. This article illustrates this idea by reviewing some recent findings in this arena and pointing to common threads that relate to the likely multilevel structure of human interaction with electronic games.
Duke Scholars
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Related Subject Headings
- General Arts, Humanities & Social Sciences
- 5204 Cognitive and computational psychology
- 5203 Clinical and health psychology
- 5202 Biological psychology
- 1702 Cognitive Sciences
- 1701 Psychology
Citation
Published In
DOI
ISSN
Publication Date
Volume
Issue
Start / End Page
Related Subject Headings
- General Arts, Humanities & Social Sciences
- 5204 Cognitive and computational psychology
- 5203 Clinical and health psychology
- 5202 Biological psychology
- 1702 Cognitive Sciences
- 1701 Psychology