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Gee, J. P. (2008). Video games and embodiment. Games and Culture, 3(3-4). 
Added by: sirfragalot (02/23/2017 01:36:16 PM)   Last edited by: sirfragalot (02/23/2017 01:36:46 PM)
Resource type: Journal Article
Peer reviewed
DOI: 10.1177/1555412008317309
BibTeX citation key: Gee2008
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Categories: Embodied Cognition
Keywords: Embodied cognition
Creators: Gee
Publisher: Sage Journals
Collection: Games and Culture
Views: 4/164
"In this article, the author discusses one way in which modern video games can illuminate the nature of human thinking and problem solving as situated and embodied. The author first discusses why, over the last several years, many people have become interested in video games as a site to study human thinking, problem solving, and learning. The author then discusses what he call the “projective stance,” a type of embodied thinking characteristic of many (but not all) video games, as well as a form of thinking that is also, but more subtly, pervasive in everyday life and social interaction as well."
WIKINDX 6.4.9 | Total resources: 1084 | Username: -- | Bibliography: WIKINDX Master Bibliography | Style: American Psychological Association (APA)

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