Gamers’ remorse: decision-making in story-oriented video games in the context of socialization and social awareness

Authors

  • Piotr Prósinowski University of Gdansk

DOI:

https://doi.org/10.26881/ae.2013.10.06

Keywords:

video games, game studies, pedagogy, socialization, new media

Abstract

The aim of this article is to analyse the potential of video games in the context of socialization and social sensitivity and awareness towards marginalized topics or those considered a taboo. My analysis and conclusions are based on a research of video-games players, and their opinions and thoughts about this unique medium. I am mostly inter­ested in the effect of remorse caused by some decisions in video games and the effect of immersion that allows players to gain real experience through fiction. This text is also to show video games in a “non-alarmist light” and to describe (often omitted in pedagogy) the different interactions between gamers (children/teenagers/adults) and video games.

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English translation: Anna Moroz-Darska

Modernisation of the journal's operations and translation into the English language of articles published in Ars Educandi in 2012-2017 were financed with funds from the Ministry of Science and Higher Education as a part of the task Science Promotion Activity (pl. DUN).

The task ‘The implementation of the editorial module on the platform of Uniwersyteckie Czasopisma Naukowe – a system facilitating the editing and management of the academic journal Ars Educandi‘ was financed as a part of contract 661/P-DUN/2018 of 12.06.2018 from funds of the Ministry of Science and Higher Education designated for the promotion of science.

The task ‘The creation of a modern online version of the academic journal Ars Educandi through the implementation of the publication module on the platform of Uniwersyteckie Czasopisma Naukowe and the handling of international indexing databases’ was financed as a part of contract 661/P-DUN/2018 of 12.06.2018 from funds of the Ministry of Science and Higher Education designated for the promotion of science.

The task ‘Preparation of the English language version of the last 6 annual issues (2012-2017) of the academic journal Ars Educandi and their publication online’ was financed as a part of contract 661/P-DUN/2018 of 12.06.2018 from funds of the Ministry of Science and Higher Education designated for the promotion of science.

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Published

2013-12-05

How to Cite

Prósinowski, P. (2013). Gamers’ remorse: decision-making in story-oriented video games in the context of socialization and social awareness. Ars Educandi, (10), 83–100. https://doi.org/10.26881/ae.2013.10.06

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