The Proteus Paradox: How Online Games and Virtual Worlds Change Us—And How They Don’t

  • The stereotype that women prefer to heal in games is false… men and women have the same preferences… Female characters, however, had a much higher ratio of healing than male characters … Players with extraversion prefer group activities and are more likely to participate in dungeon raids… Players with high agreeableness give our more virtual hugs, cheers, and waves, preferring noncombat activities such as exploration and crafting…  Players with low agreeableness prefer combat and killing other players…  Players with high conscientiousness prefer collecting items and advancing their skills… players with low conscientiousness are more likely to die from falling from high places… Players high in openness spend more time exploring (1) – page 113,174 6,9
  • Even babies pay more attention to images that resemble a face (2) -page 139 8
  • In a virtual classroom, every student could sit in the front….  Students with unruly behavior could be censored so that all students appear to be behaving… this would cause an improvement in every student’s attention (3) – page 144 8?

 

References

  1. Introverted elves and conscientious gnomes the expression of personality in world of warcraft
  2. The development and neural bases of face recognition, Visual following and pattern discrimination of face like stimuli by newborn infants
  3. The use of immersive virtual reality the learning science digital transformations of teachers students and social context