Identification in Process of Video Games Consumption
Events in the media space are of paramount importance in the social and behavioral sciences, as they transform the theoretical boundaries of the social sciences. Video games are, more than anything, a simulator of some sort of controllable life. This distinctive aspect of computer games opens the door to augmented reality in the field of media communication, which our historical experience is very unfit in analyzing. In fact, mankind has not had such an experience in the decisive and even complete part of its life history. In examining such phenomena, it is important to look at the small pathway we go on, and to obsess over the summing up of our own experiences and analyzes. The purpose of this article, therefore, is to provide the latest summary of the typifications of theoretical thinking in this subject, ultimately leading to a comprehensive overview of theoretical conceptions of video games conducted in an independent study. Finally, there are sixteen typifications of theoretical approaches in this field. There are a variety of perspectives on these two theoretical fronts, which will provide important insights into the future of our theoretical and practical exposure to the world of computer games and cyberspace in general.
Journal of Radio & Television, Volume:13 Issue:31, 2019
271 - 307
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