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

Published online by Cambridge University Press:  18 November 2022

Kim Szolin
Affiliation:
International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham NG1 4FQ, UK kim.szolin2016@my.ntu.ac.uk; http://www.ntu.ac.uk/apps/Profiles/51652-1-4/Professor_Mark_Griffiths.aspx Mark.Griffiths@ntu.ac.uk
Mark D. Griffiths
Affiliation:
International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham NG1 4FQ, UK kim.szolin2016@my.ntu.ac.uk; http://www.ntu.ac.uk/apps/Profiles/51652-1-4/Professor_Mark_Griffiths.aspx Mark.Griffiths@ntu.ac.uk

Abstract

Dubourg and Baumard posited that preferences for exploration are the key to the popularity in imaginary worlds. This commentary argues 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.

Type
Open Peer Commentary
Copyright
Copyright © The Author(s), 2022. Published by Cambridge University Press

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