2016
DOI: 10.18568/1983-7070.133673-93
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Atravessando as bordas do círculo mágico: imersão, atenção e videogames

Abstract: Resumo Este trabalho propõe uma discussão sobre o círculo mágico, conceito bastante debatido nos últimos anos no âmbito dos jogos em geral, e em particular dos videogames. Através de um diálogo com autores dos game studies, como Johan Huizinga e Katie Salen e Eric Zimmerman, assim como com autores da psicologia cognitiva que discutem a questão da atenção, argumentamos que o círculo mágico, ao invés de separar ficção e realidade -conforme defendido por diversos autores -funciona como uma estrutura cognitiva de … Show more

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“…Directed attention was activated when there were specific missions and goals to be completed within a game, which aligns with the concept of hard fascination in the ART [3]. While it has been reported that certain tasks can be enjoyable and would enhance the restorative effects of exposures, the findings reported by Ferreira and Falcão implied that directed attention was activated when individuals were faced with the specifics of in-game missions, which can be stress-inducing rather than affording attention restoration [43].…”
Section: Background To the Current Studysupporting
confidence: 57%
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“…Directed attention was activated when there were specific missions and goals to be completed within a game, which aligns with the concept of hard fascination in the ART [3]. While it has been reported that certain tasks can be enjoyable and would enhance the restorative effects of exposures, the findings reported by Ferreira and Falcão implied that directed attention was activated when individuals were faced with the specifics of in-game missions, which can be stress-inducing rather than affording attention restoration [43].…”
Section: Background To the Current Studysupporting
confidence: 57%
“…The level of immersion that VR systems provide can put the user in an already high level of immersion by planting their physiological sensors directly into an environment that fully envelops them on a visual level at the very least. Although the stages of immersion identified and described by Brown and Cairn [44] take a longer time to achieve, total immersion was also reported by Ferreira and Falcão [43], with gamers reporting decreased awareness toward their physical surroundings and selves. Directed attention was activated when there were specific missions and goals to be completed within a game, which aligns with the concept of hard fascination in the ART [3].…”
Section: Background To the Current Studymentioning
confidence: 85%
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