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This chapter provides examples of how attention plays an important role in our everyday lives. Real-world examples are used to explain the motivations behind cutting-edge attention research being done in neuroscience labs. These include distracted driving, airport security screening, and radar and sonar monitoring. Vigilance and the ability to sustain attention are introduced as critical mental processes for success at certain jobs. The influence of attention on reading and memory, and the choice of whether to study in silence or with music are discussed. Lapses of attention are described, including how these can have a range of consequences, from the brief embarrassment of not knowing what someone just said to us to the potentially fatal effect of not attending to our driving. Theories of joint attention and social-gaze orienting are introduced to explain how our attention is linked to those around us. The purposeful misdirection of a person’s attention, at multiple levels, by skilled magicians is linked to core processes of attention and perception. This chapter also introduces the idea of training attention, including the effects of playing video games, and explains how proper training protocols require detailed knowledge of the mechanisms of attention.
This chapter describes the processes of attentional control and contrasts the effects of attention on perceptual processing versus the control of attentional orienting. PET, fMRI, and single-unit recordings have identified a bilateral dorsal attention network (DAN) that controls the orienting of attention and a ventral attention network (VAN) that is critical for the reorienting of attention. The intraparietal sulcus (IPS) and frontal eye fields (FEF) have been found to be core elements of the DAN, and the temporal parietal junction (TPJ) and ventral frontal regions are consistently found to be part of the VAN. Internally generated attention, or willed attention, is contrasted to exogenous attention and externally triggered endogenous attention. New methods of analyzing patterns of brain connectivity that hold promise for helping understand individual and group differences in attentional control are described. Neurostimulation studies (e.g., tACS; cTBS; TMS) that are providing evidence for the causal involvement of DAN and VAN to attentional control are discussed, and ERP indices of attention control processes (such as the EDAN, ADAN, and LDAP components) and of executive monitoring (such as the ERN and FRN components) are described. Finally, this chapter discusses the plasticity of attention and brain training techniques such as meditation, neurofeedback, and video games.
This chapter considers Percy Shelley’s multifaceted depictions in modern popular culture as indicative of his ever-evolving reception in mainstream popular culture: he is simultaneously a rebel and an aesthete, a revolutionary and a fop, an ultra-canonical poet and a countercultural icon. Appearances of Shelley’s works – and depictions of the poet himself – in such popular media as television, film, comic books, graphic novels, contemporary fiction, pop music, and even international events like the Olympic closing ceremonies speak both to Shelley’s continued cultural relevance and to the variety of ways in which that relevance has evolved in the two centuries since his lifetime.
This article examines how nuclear weapons are depicted in video games. While the literature has explored the social and symbolic meanings of nuclear weapons and how they have been represented in popular culture, existing accounts have not thoroughly engaged with video games. Examining the bestselling game Call of Duty, I show how gameplay narratives contribute to normalising dominant knowledge about nuclear weapons. The overarching argument advanced in this article is that representations of nuclear weapons in video games contribute to legitimising the ongoing possession and modernisation of nuclear weapons. Drawing on feminist post-structuralist theory, I show how nuclear weapons are programmed to be an exclusive item that only the most skilled players can obtain, reinforcing the exclusionary power dynamics sustaining the nuclear status quo. Moreover, I show how game dynamics produce nuclear weapons as a win-condition, and thus a symbol of power and success that reinforces dominant understandings of their military value while masking the horror of killing. Deconstructing the playing dimension of video games, I situate the ludic aspect as a meaning-making system, working synergically with gameplay stories to reinforce dominant knowledge about nuclear weapons. Ultimately, the article draws attention to everyday discursive mechanisms that render a nuclear world possible.
Chapter 4 describes the potential of mobile apps and video games in adolescent research. Adolescents have specific thoughts of what they need and want from these technologies, therefore researchers and designers should carefully consider these suggestions to ensure the effectiveness of these technologies. Design should have a sound theoretical foundation and be subject to evaluation to ensure the quality and effectiveness of the apps and games.
In the early 2000s, the idea of Japan as culturally “cool” captured imaginations. Propelled by a government interested in marketing and selling Japan, products from video games to anime and manga were repackaged as embodying cultural cool. And global audiences were reminded that what they enjoyed consuming, from sushi to Pokémon, were of Japanese origin. The capital of Tokyo, now virtually synonymous with the nation as a whole, was to epitomize this “cool Japan” with its technological sophistication, sleek aesthetics, and cultural creativity as host of the 2020 Olympic Games. Despite disruption by the COVID-19 pandemic, what the games reflected vividly was how the Tokyo metropolitan region, tracing a general trend that dated back centuries, had grown almost inexorably in size and in political, economic, and cultural gravity. Not just in historical patterns but in so many ways – from a city center that remains inviolate to the spiral that radiates outward, from the low-rise wooden buildings in the low city to the names of neighborhoods – the past remains deeply woven into the richly textured pastiche of contemporary Tokyo.
Individuals who play video games on computers and cellphones may have better psychomotor skills. It is unknown whether simulated driving performance varies between individuals who play video games more per week compared to individuals who play less. This study investigates whether initial simulated driving performance differs between high and low gamers during a brief (e.g., 10 minutes) driving simulation.
Methods:
Data for this study were collected at baseline during enrollment for a randomized clinical trial (n = 40). Participants playing video games for > 10 hours/week were categorized as the high gaming group; others were in the low gaming group. Each participant drove the same simulation on the STISIM M1000 simulator, which recorded various driving performance metrics (e.g., driving out of lane and time to initial collision). Data between the groups were compared using Cox proportional hazards and analysis of covariance regression models.
Results:
The average age of participants was 21 ± 2.7 years and 48% were male. After adjusting for age, sex, and miles driven per week, the high gaming group spent a mean 4% less time driving out of lane compared to the low gaming group (β = –4.03, SD = 1.32, p ≤ 0.05). No other differences were observed between groups for any other outcome.
Conclusion:
With the exception of percentage time driving out of lane, the number of hours gaming per week does not seem to impact an individual’s initial driving performance on a driving simulator. These findings may inform future driving simulation research methodology.
This chapter offers an assessment of the challenges that interactive forms of digital literature pose to print-based assumptions about narrative. The assertions of critics such as Espen Aarseth, Janet Murray, and Bolter and Landow – that the interactivity of digital texts invalidates such core assumptions as the distinction between fabula and syuzhet as well as author, reader, and character – have tended to lose their force as the genres they regarded as transformative – hypertext fiction and text-based interactive fiction (IF) – have receded from public view. Yet, as Emily Short argues here, these genres are far from “dead.” Speaking from her perspective as one of contemporary literature’s most highly regarded authors of interactive and choice-based literature, Short shows that interactive fiction has not disappeared, but rather become so thoroughly ingrained in contemporary artistic practice as to become nearly invisible – not only in hypertextual forms like the popular videogames authored in the Twine platform, but also in contemporary print-based literary fiction. In thus penetrating the mainstream of literary production, both digital and analog, interactive forms have subtly but powerfully revised our core assumptions about literary narrative.
In the 2020 video game Animal Crossing: New Horizons, the player builds the collection of the impressive Animal Crossing Museum (ACM). Exploring the visitor experience of this video game museum’s art wing from the perspective of museum professionals allows for the discovery of inventive ways to deepen connection with museum patrons in the virtual space. The ACM is more successful at engaging visitors than traditional virtual museums. It meets visitor needs by offering an immersive, interactive experience, and depends on direct action from the visitor to expand and grow its collection and space. By taking lessons from the player interaction design of the ACM, virtual museums can be designed to meet the psychological needs of visitors and build long-lasting relationships between the visitor and the institution. From the text, this essay proposes seven lessons for designing virtual museums: start with visitor experience at the center of virtual museum design, allow the visitor to collaborate on the creation of the virtual museum, make the virtual museum a habit with intermittent rewards and increased access over time, build social interaction into the virtual museum, add an avatar, show off curator personality, and address colonial roots of museums.
Recent research suggests that a strong identity attachment to leisure activity affects the hobbyists’ political preferences and behavior. This paper further evaluates the claim that hobbyists – in this case, gamers – react differently to political stimuli that directly involve their hobby of choice. Using original survey experiment data, this paper shows that gamers become more interested in foreign trade policy when presented in the context of video games. This finding indicates that even seemingly apolitical identities matter in framing political behavior. Aspects of hobbyist identities seep into political attitudes, even if preferences in the strictest meaning of the word may take longer to form.
Playing is connected at a deep level to how we learn, participate in and create culture, as it is dynamic, complex and even unpredictable just as learning is (Reinhardt, 2019). Even Plato in his Theaetetus recognises the importance of such a component in experiencing culture and knowledge. Could playing (or gaming) therefore be a useful didactical approach in promoting the study of ancient Greek around the world? From 10th May 2023 at 1 pm. until 1st June 2023 at 1 pm., an internet survey was conducted online by the researcher Irene Di Gioia through the use of Google Forms questionnaires. This questionnaire was distributed via different social networks and communication tools. The survey aimed to understand if people around the world are interested in the idea of learning ancient Greek via a video game and if so, which video gaming activities learners prefer. The goal of the survey was therefore to understand if a ludic pedagogical approach using Digital Game-Based Learning could theoretically represent an interest experience for learners or potential learners, and furthermore to investigate their feelings, prejudices, and motivations regarding the study of ancient Greek. From the analysed data the researcher will therefore develop a video game to teach ancient Greek language and culture, which comprises the focus of her ongoing PhD dissertation at Georg-August University of Göttingen (Germany) and Alma Mater Studiorum University of Bologna (Italy).
This chapter seeks to understand how media and digital technologies influence art demand and supply. Particularly, we shed light on the impact of the mass media on cultural consumption and live attendance. We describe the emergence of virtual museums and, more broadly, digital cultural heritage. We also evaluate whether video games may influence art consumption and discuss the cultural importance of video games. Finally, we cover the consumption of music and how it relates to the rapidly changing and evolving music industry.
The story of how medieval polyphony and song have been approached in more recent times is the subject of our final chapter. We look at how the appearance of modern editions of medieval poetry allowed composers in the first half of the twentieth century, such as Carl Orff and Benjamin Britten, to set medieval song-texts to new music. It would take until after World War II, however, for the music of medieval polyphony and song to reach wide audiences, and we chart the history of the recordings, concerts, and festivals that have brought this music to listeners from 1950 onwards. We examine the approaches of the pioneering ensembles and directors who first performed and recorded this music in the 1950s and 1960s, looking at their influences and attitudes towards the many unknowns regarding its original performance practice. Situating the re-awakening of medieval music in the wider context of the early music revival and the ‘authentic’ (later, ‘historically-informed’) performance movements, we then move on to consider ‘medievalist’ music, especially in film, television, and video games with medieval settings.
This chapter describes a collaboration between its authors – a professor and an undergraduate (post-secondary) student – to develop an education programme for Play the Knave, a mixed-reality digital Shakespeare game. As part of an effort to bring the game to local elementary and secondary school English classrooms, the authors co-ran an internship programme at our university, where the game was created. Interns, most of whom were English majors interested in education, learned to create and then teach lesson plans for Play the Knave, subsequently researching the game’s impact on learning. Our chapter discusses the challenges of collaborating in a university environment, comparing these to the challenges players experience when interacting with avatars in Play the Knave. Like Knave’s players, participants in our programme faced difficulties connecting with other participants, including ourselves and local teachers. We maintain that flawed connection – which players of digital games describe as ‘glitchiness’ – need not undermine effective collaboration but can actually enhance it, as participants are pushed to adapt constantly to shifting circumstances. In contrast to theories of artistic collaboration that prioritize participants achieving a state of ‘flow’, we argue that, in fact, collaborations can be most successful when marked by fits and starts, lags and the imperfect connections endemic to living in a digital world.
In this Element, the authors focus on the translational dimension of 'on-screen language' (OSL). They analyse a data set covering the Polish localisations of Tom Clancy's The Division 2 and Shadow Warrior 2, from which over 1000 cases of unique and meaningful OSL were extracted, almost exclusively in languages other than Polish. Close to 100 representative examples are examined in this Element to map out a comprehensive typological account of OSL. First, visual-verbal stimuli are categorised by their prominence in the 3D environment. The second typology focuses on the identified OSL functions. A supplementary typological distinction is proposed based on the technical (static vs. dynamic) implementation of OSL. The discussion of findings and implications notably comprises input from an interview that the authors conduced with a lead level developer behind Shadow Warrior 2 to provide a complementary professional perspective on OSL and its translation.
This chapter explores the multi-decade career of Tangerine Dream and their founder, Edgar Froese, with an equal emphasis on the band’s practices during the 1970s and 1980s. We situate Tangerine Dream’s prolific discography within multiple styles such as kosmische Musik, ambient, techno/trance, and synthwave, while highlighting the band’s influences and legacies in live music and Hollywood film scores. First, Tangerine Dream’s evolution during the 1970s is traced, involving the group’s central role in the ‘Berlin School‘ of electronic music. Classic albums on Ohr, from Electronic Meditation to Atem, led to success particularly in Britain and France. With the signing of the band to Virgin Records, the subsequent sections explore landmark albums such as Phaedra and Rubycon, and the important roles of Christopher Franke and Peter Baumann in the group’s classic configuration. We then highlight Tangerine Dream’s iconic live tours, stretching from Australia to America, as well as influential concerts in Eastern Europe. The band’s extraordinary career in film music, especially in 1980s Hollywood, forms the focus of our conclusion, where the mark of Tangerine Dream’s major influence can be seen in media as diverse as the bestselling video game Grand Theft Auto 5 and the Netlix hit series Stranger Things.
In “Digital Nature,” Lai-Tze Fan adapts Lawrence Buell’s criteria for ecofiction in order to demarcate the emergent genre of “digital ecofiction,” which includes hypertext novels, video games, and other forms of multimedia art. Fan contends that the self-reflexive nature of digital texts like J. R. Carpenter’s The Cape and Eugenio Tisselli’s The Gate fosters in readers/users a critical awareness of their implication in environmental degradation through the use of digital technologies. Fan also suggests that digital ecofiction is well suited to address the challenges of the Anthropocene since it evokes alternative temporalities such as deep time and cyclical time.
Loot boxes have recently become a game mechanism of concern to policy-makers and regulators. The similarity between loot boxes and gambling is clear, and loot boxes and their regulation are commonly viewed through the lens of gambling. By contrast, very little attention has been given to tackling them as unfair, and in particular aggressive, commercial practices under consumer law. This article argues that by classifying the provision of loot boxes as a potentially aggressive commercial practice we will see that consumer law may protect gamers from some of the significant harms with which such products are associated.