Elena Bertozzi
Biographic Data
| ID | 195791 |
|---|---|
| NAME | Elena Bertozzi |
| GIVEN NAMES | Elena |
| FAMILY NAME | Bertozzi |
| SIGNATURE | BERTOZZI E |
| AFFILIATIONS | Quinnipiac University |
| ORCID | 0000-0002-5286-2978 |
| VERIFIED | Yes |
| TOTAL WORKS | 3 |
| TOTAL CITATIONS | 4 |
| WORKS AS AUTHOR | 3 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2007 |
| LATEST PUBLICATION YEAR | 2014 |
| H-INDEX | 1 |
The Feeling of Being Hunted
The debate over whether or not playing video games focused on shooting makes players more violent in daily life has obscured the potential benefits of playing these games. This article argues that playing games that virtually simulate predation (which is true of most shooters) actually has many positive effects that have not been adequately considered. Predation games are an important part of the cultural landscape and worthy of more nuanced anal…
Killing for Girls
Predation games—games in which the player is actively encouraged and often required to hunt and kill in order to survive—have historically been the purview of male players. Females, though now much more involved in digital games than before, generally play games that stress traditionally feminine values such as socializing with others, shopping, and nurturing. This article argues that playing games that virtually simulate predation has many benef…
Not Just Fun and Games
Data about analog and digital play behaviors were collected. Results show that there are significant gender differences in types of play, attitudes towards play, and technological self-efficacy in the study population. Those who play with digital technology feel more empowered in relation to digital technology than those who do not. Encouraging digital gameplay in females might increase self-efficacy towards technology and help address the curren…
Not Just Fun and Games
Data about analog and digital play behaviors were collected. Results show that there are significant gender differences in types of play, attitudes towards play, and technological self-efficacy in the study population. Those who play with digital technology feel more empowered in relation to digital technology than those who do not. Encouraging digital gameplay in females might increase self-efficacy towards technology and help address the curren…
The Feeling of Being Hunted
The debate over whether or not playing video games focused on shooting makes players more violent in daily life has obscured the potential benefits of playing these games. This article argues that playing games that virtually simulate predation (which is true of most shooters) actually has many positive effects that have not been adequately considered. Predation games are an important part of the cultural landscape and worthy of more nuanced anal…
Not Just Fun and Games
Data about analog and digital play behaviors were collected. Results show that there are significant gender differences in types of play, attitudes towards play, and technological self-efficacy in the study population. Those who play with digital technology feel more empowered in relation to digital technology than those who do not. Encouraging digital gameplay in females might increase self-efficacy towards technology and help address the curren…
Killing for Girls
Predation games—games in which the player is actively encouraged and often required to hunt and kill in order to survive—have historically been the purview of male players. Females, though now much more involved in digital games than before, generally play games that stress traditionally feminine values such as socializing with others, shopping, and nurturing. This article argues that playing games that virtually simulate predation has many benef…
The Feeling of Being Hunted
The debate over whether or not playing video games focused on shooting makes players more violent in daily life has obscured the potential benefits of playing these games. This article argues that playing games that virtually simulate predation (which is true of most shooters) actually has many positive effects that have not been adequately considered. Predation games are an important part of the cultural landscape and worthy of more nuanced anal…
Psychology (3 works) · Social Psychology (3 works) · Sociology (3 works) · Computer Science (2 works) · Digital Games and Media (2 works) · Social Psychology (2 works) · Aesthetics (1 work) · Art (1 work) · Bullying, Victimization, and Aggression (1 work) · Business (1 work)