The Allure of Games
Neil B. Niman
Chapter Chapter 4 in The Gamification of Higher Education, 2014, pp 69-86 from Palgrave Macmillan
Abstract:
Abstract Our media-driven culture is constantly inundating us with messages and symbols that represent idealized types rather than actual human beings. Take, for example, the photo of your favorite celebrity who appears on the cover of a magazine. Rarely does the digitally altered/enhanced image that was taken under the most ideal of conditions match the way that person actually looks on a typical day under normal circumstances. Yet the reality that we create for ourselves is based on the images that we see and not the “truth” as it actually exists. Hence we strive to become something that is unattainable and we accept standards that are not very realistic.
Keywords: Virtual World; College Campus; Prospect Theory; Reference Price; Life Story (search for similar items in EconPapers)
Date: 2014
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Persistent link: https://EconPapers.repec.org/RePEc:pal:palchp:978-1-137-33146-5_5
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DOI: 10.1057/9781137331465_5
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