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Talking Feminism With the Creatures of World of Warcraft. One French World of Warcraft player in Orgrimmar, who goes by the name of Morrhigan, is a rare breed: she plays with a female avatar and is a woman in real life.

Talking Feminism With the Creatures of World of Warcraft

But if anyone asks while she’s playing she usually just says she’s a man. It isn’t uncommon for men to play as women in World of Warcraft; even Morrhigan’s boyfriend played as one. Most people think that’s because men get to stare at a woman’s multicolored butt instead of a man’s. But Morrhigan thinks it's really because “girls are disrespected” by the denizens of Azeroth. Morrihgan was speaking with Angela Washko, an artist who wears a “cool story babe, now get back in the kitchen” shirt. Playing A Girl from Angela Washko on Vimeo. One player with a mammoth for a mount said, “I suppose that I would consider any woman my equal.” While her discussions are digital, she feels they’re more revealing of the non-virtual reality. Motherboard: When did you first start playing World of Warcraft? ANGELA WASHKO. Gaming Experience and Spatial Learning in a Virtual Morris Water Maze. Abstract Experience playing video games has been associated with perceptual and cognitive improvements (e.g., Castel, Pratt, & Drummond, 2005; Boot, Kramer, Simons, Fabiani, & Gratton, 2008; Colzato, van den Wildenberg, & Hommel, 2013; Oei & Patterson, 2013) For instance, video gamers show superior spatial abilities than non-gamers (Greenfield, Graig, & Lohr, 1994; Feng, Spence, and Pratt, 2007; Green & Bavelier, 2003).

Gaming Experience and Spatial Learning in a Virtual Morris Water Maze

WoW's Popularity Declining? Video Games vs. Depression. Story Time - How MMORPG's Saved My Life. Metapsychologie de l’immersion dans les jeux vidéo. L’immersion est au cœur de l’expérience vidéo ludique.

Metapsychologie de l’immersion dans les jeux vidéo

Rapport_jeux_vidUPTIC-1.pdf (Objet application/pdf) Psy et Geek ;-) Vgsca_gama.pdf (Objet application/pdf) Nick Yee's HomePage. The Daedalus Project: On Therapy and Dependency. Many players talked about how the MMO was a way of dealing with chronic stress from work and life.

The Daedalus Project: On Therapy and Dependency

In many of their cases, the game seemed to function as a way of gaining a sense of peace at the end of the day to avoid being constantly overrun by stress. Stress Reliever Logging into WoW at the end of the day is a great stress reliever, as it's one of the few times I'm not thinking (at all) about experiments, the future of my career, or anything like that. It allows me to relax, let things from the day go, and find a more healthy state of mind as the day ends.

Also, although WoW gives me a list quests to do (sort of like work, in a way), I know I am in control of what I do, and I know that each task is, in the end, possible. I'm a dentist and my wife is the head of an insurance company claims department. There was a time when finances were tight due to a change in employment; this created a lot of pressure and stress until things smoothed out again.

Distracted Rumination. The DAEDALUS PROJECT: MMORPG Research, Cyberculture, MMORPG Psychology. The Ideal Self at Play in videogames (Przybylski et al., 2012) « VG Researcher. First contact about this article was last August [1,2] where news was going about videogames’ ability to explore and reach your ideal self.

The Ideal Self at Play in videogames (Przybylski et al., 2012) « VG Researcher

At that time, the article in question was not available and it was until December that it finally got published. However, the timing could not be worse as I was in hibernation. After 9 months (of procrastination), I have finally reviewed this revealing article. AbstractVideo games constitute a popular form of entertainment that allows millions of people to adopt virtual identities.

2012 CHI - Motivations Scale.pdf (Objet application/pdf) Don’t stop me! I have to be there for an important raid: passion, craving and emotions in MMOs (Stoeber et al., 2011) « VG Researcher. An article published in Personality and Individual Differences by Joachim Stoeber (University of Kent) and colleagues caught my attention as it was looked into the role of passion in the emotional experiences during videogame play in MMOs.

Don’t stop me! I have to be there for an important raid: passion, craving and emotions in MMOs (Stoeber et al., 2011) « VG Researcher

It has been about two years since I heard about the dualistic model of passion, since I became acquainted with it at one of the annual convention of the Canadian Psychological Association. AbstractAccording to the Dualistic Model of Passion, two forms of passion can motivate a behavior: harmonious passion and obsessive passion. Across various life activities, studies have found that the two forms of passion show different relationships with affect, linking harmonious passion to positive affect and obsessive passion to negative affect. I’m at East Lansing posting this review. Cyberdépendances: Une étude comparative France-Japon - Nicolas Oliveri. 9782012372337. La Clinique du Jeu Pathologique. Catassing : Wikis.

From Wikipedia, the free encyclopedia Video game addiction, or more broadly video game overuse, is excessive or compulsive use of computer and video games that interferes with daily life.

Catassing : Wikis

Instances have been reported in which users play compulsively, isolating themselves from, or from other forms of, social contact and focusing almost entirely on in-game achievements rather than broader life events.[1][2][3] There is no diagnosis of video game addiction, although it has been proposed for inclusion in the next version of the Diagnostic and Statistical Manual of Mental Disorders (DSM).[4][5][6] Possible disorder Video game addiction is not included as a diagnosis in either the DSM or the International Statistical Classification of Diseases and Related Health Problems. Les jeux video peuvent ils être dangereux ? Les usages problématiques d’Internet et des jeux vidéo. Le nouveau cahier de l’Institut Wallon pour la Santé Mentale (Belgique) porte sur les usages problématiques d’Internet et des jeux vidéo.

Les usages problématiques d’Internet et des jeux vidéo

La première partie du document dresse un historique des technologies de l’information et de la communication (TIC) et les place en contexte. La Chanson du Geek. Raging over Guild Kick Part 1. La no life attitude. Les No Lifes - Reportage de France2. Jeux vidéos, quelques questions. La cyberdépendance aux jeux vidéo inquiète les députés - Journal du Net. Les éditeurs de jeux vidéo online et offline seront-ils obligés d'afficher en permanence une pendule afin de signifier aux joueurs depuis combien de temps ils n'ont pas fait de pause ? C'est une des mesures proposées par un rapport que viennent de rendre les députés UMP Arlette Grosskost (Haut-Rhin) et Paul Jeanneteau (Maine-et-Loire), chargés au printemps dernier d'une mission de réflexion sur la cyberdépendance par Jean-François Copé, président du groupe UMP à l'Assemblée nationale.

Mais ce rapport n'en reste pas là. Les deux députés proposent aussi de systématiquement intégrer un outil de contrôle parental dans chaque jeu afin de permettre aux parents d'en limiter la consommation par leurs enfants. Jeux vidéos, quelques questions. Les ventes de jeux vidéo en hausse de 18% en octobre aux USA - High Tech.