Double play : athletes' use of sport video games to enhance athletic performance
Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, February 2010.
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Format: | Thesis |
Language: | eng |
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Massachusetts Institute of Technology
2010
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Online Access: | http://hdl.handle.net/1721.1/59733 |
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author | Silberman, Lauren (Lauren Beth) |
author2 | William Uricchio. |
author_facet | William Uricchio. Silberman, Lauren (Lauren Beth) |
author_sort | Silberman, Lauren (Lauren Beth) |
collection | MIT |
description | Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, February 2010. |
first_indexed | 2024-09-23T13:23:40Z |
format | Thesis |
id | mit-1721.1/59733 |
institution | Massachusetts Institute of Technology |
language | eng |
last_indexed | 2024-09-23T13:23:40Z |
publishDate | 2010 |
publisher | Massachusetts Institute of Technology |
record_format | dspace |
spelling | mit-1721.1/597332019-04-10T13:48:42Z Double play : athletes' use of sport video games to enhance athletic performance Athletes' use of sport video games to enhance athletic performance Silberman, Lauren (Lauren Beth) William Uricchio. Massachusetts Institute of Technology. Dept. of Comparative Media Studies. Massachusetts Institute of Technology. Dept. of Comparative Media Studies. Comparative Media Studies. Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, February 2010. "October 2009." Cataloged from PDF version of thesis. Includes bibliographical references (p. 78-94). A design feature of contemporary sport video games allows elite athletes to play as themselves in life-like representations of actual sporting events. The relation between playing sport video games and actual physical performance has not yet been established. Drawing on data from interviews and observations of elite athletes playing sport video games, this thesis explores why elite athletes are playing these video games as their virtual selves, and establishes a framework for understanding how this play may enhance learning opportunities. Building on theories based in the disciplines of psychoanalysis, education, and neuroscience, this thesis argues that virtual play by athletes playing as themselves in sport video games has the potential to support and encourage physical performance. by Lauren Silberman. S.M. 2010-10-29T18:26:16Z 2010-10-29T18:26:16Z 2009 2010 Thesis http://hdl.handle.net/1721.1/59733 670238302 eng M.I.T. theses are protected by copyright. They may be viewed from this source for any purpose, but reproduction or distribution in any format is prohibited without written permission. See provided URL for inquiries about permission. http://dspace.mit.edu/handle/1721.1/7582 94 p. application/pdf Massachusetts Institute of Technology |
spellingShingle | Comparative Media Studies. Silberman, Lauren (Lauren Beth) Double play : athletes' use of sport video games to enhance athletic performance |
title | Double play : athletes' use of sport video games to enhance athletic performance |
title_full | Double play : athletes' use of sport video games to enhance athletic performance |
title_fullStr | Double play : athletes' use of sport video games to enhance athletic performance |
title_full_unstemmed | Double play : athletes' use of sport video games to enhance athletic performance |
title_short | Double play : athletes' use of sport video games to enhance athletic performance |
title_sort | double play athletes use of sport video games to enhance athletic performance |
topic | Comparative Media Studies. |
url | http://hdl.handle.net/1721.1/59733 |
work_keys_str_mv | AT silbermanlaurenlaurenbeth doubleplayathletesuseofsportvideogamestoenhanceathleticperformance AT silbermanlaurenlaurenbeth athletesuseofsportvideogamestoenhanceathleticperformance |