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dc.contributor.author Snodgrass, Jeffrey G. en_US
dc.contributor.author Lacy, Michael G. en_US
dc.contributor.author Dengah, H.J. Francois II en_US
dc.contributor.author Fagan, Jesse en_US
dc.date.accessioned 2011-11-09T20:34:48Z en_US
dc.date.available 2011-11-09T20:34:48Z en_US
dc.date.issued 2011 en_US
dc.identifier.citation Cognitive Technology, Vol. 16, Issue 1 en_US
dc.identifier.issn 1091-8388 en_US
dc.identifier.uri http://hdl.handle.net/10524/18750 en_US
dc.description.abstract We use survey data—interpreted through ethnographic interviews and our own game-playing experiences—to model the way culture impacts the therapeutic dynamics of play in the popular online game World of Warcraft (WoW). To do so, we utilize cognitive anthropological understandings of ‘cultural consonance’ (Dressler and Bindon 2000)—that is, the extent to which individuals embody or fail to embody socially shared and sanctioned models of success. We find that players who report more individual ‘consonance’ with culturally shared models of ‘real-life’ or offline success are more likely to play in healthier ways as assessed through players’ self-reports of the impact of WoW on their life happiness, stress relief, and patterns of problematic play. We uncover both direct relationships between an individual’s relative degree of cultural consonance and these wellness outcomes and also indirect ones mediated by ‘absorption-immersion’ (defined as the extent that players feel like they are in a virtual world and in some cases actually their character). Overall, we suggest that WoW—and more generally multiplayer online role-playing games (‘MMORPGs’ or ‘MMOs’ for short) of which WoW is one example—can be thought of as cultural-cognitive technologies promoting a partitioned or ‘dissociated’ consciousness (Lynn 2005) in which players can attribute dimensions of self to in-game characters for potential psychological benefit or harm. en_US
dc.format.extent 33 pages en_US
dc.language.iso en-US en_US
dc.publisher Society for Applied Research in Memory and Cognition en_US
dc.subject cultural consonance en_US
dc.subject immersion en_US
dc.subject well-being en_US
dc.subject World of Warcraft en_US
dc.subject massively multi-player online games (MMOG) en_US
dc.subject.lcsh Ethnology en_US
dc.title Cultural Consonance and Mental Wellness in the World of Warcraft: Online Games as Cognitive Technologies of ‘Absorption-Immersion’ en_US
dc.type Article en_US
dc.type.dcmi Text en_US

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