Extended Self in the video games Cover Image

Extended Self a videojátékok világában
Extended Self in the video games

Author(s): Richárd Péter-Szabó
Subject(s): Media studies, Theory of Communication
Published by: Medea Egyesület
Keywords: Video game; Extended-Self; Emotional bonding

Summary/Abstract: The video game industry began to develop rapidly over the past twenty years and this trend seems to be continue. Nowadays we can say that many budget of AAA video games exceeds the budget of many movies made in Hollywood. Thus, it’s a fact that this industry is one of the most influential entertaining aspect of our age, way above music industry and really close to the movie industry. According to the US ESA’s 2011 survey, 18% of the players are young (under the age of18), 53% can be classified between 18 to 49 years and 29% are over 50 years old. Considering this,examining video games and the video game industry and their impact on society is inevitable. In this study I will introduce the expression „Extended-Self”, its place in the world of video games and the effects on the players.

  • Issue Year: XII/2017
  • Issue No: 1
  • Page Range: 19-30
  • Page Count: 12
  • Language: Hungarian
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