Collecting: a way of exploring the difficulty to leave game world

Digital games have become a part of daily life for people in recent years. they have the capacity of making game users set playing games as top priority in daily life. In this sense, playing digital games can break the balance between the virtual and the reality and it is possible that some people m...

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Bibliographic Details
Main Author: Guo, Yichen
Format: Thesis (University of Nottingham only)
Language:English
Published: 2015
Subjects:
Online Access:https://eprints.nottingham.ac.uk/29085/
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author Guo, Yichen
author_facet Guo, Yichen
author_sort Guo, Yichen
building Nottingham Research Data Repository
collection Online Access
description Digital games have become a part of daily life for people in recent years. they have the capacity of making game users set playing games as top priority in daily life. In this sense, playing digital games can break the balance between the virtual and the reality and it is possible that some people may get lost in the virtual world. However, this thesis argues that it can be inappropriate just equating excessive play with addiction. By discussing and connecting previous literature reviews on games and addiction, as well as adding three game case studies, this thesis finally finds collecting as a different approach to explore the difficulty to leave game world. Through discussing in-game collecting and book collecting in ancient China, this thesis helps answer how people understand the heavy use on digital games and what is hidden behind choosing to stay in game world.
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format Thesis (University of Nottingham only)
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institution University of Nottingham Malaysia Campus
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language English
last_indexed 2025-11-14T19:04:39Z
publishDate 2015
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spelling nottingham-290852025-02-28T11:35:21Z https://eprints.nottingham.ac.uk/29085/ Collecting: a way of exploring the difficulty to leave game world Guo, Yichen Digital games have become a part of daily life for people in recent years. they have the capacity of making game users set playing games as top priority in daily life. In this sense, playing digital games can break the balance between the virtual and the reality and it is possible that some people may get lost in the virtual world. However, this thesis argues that it can be inappropriate just equating excessive play with addiction. By discussing and connecting previous literature reviews on games and addiction, as well as adding three game case studies, this thesis finally finds collecting as a different approach to explore the difficulty to leave game world. Through discussing in-game collecting and book collecting in ancient China, this thesis helps answer how people understand the heavy use on digital games and what is hidden behind choosing to stay in game world. 2015-07 Thesis (University of Nottingham only) NonPeerReviewed application/pdf en arr https://eprints.nottingham.ac.uk/29085/1/Guo%20Yichen_6510491_Mphil.pdf Guo, Yichen (2015) Collecting: a way of exploring the difficulty to leave game world. MRes thesis, University of Nottingham. Digital games; Computer games; Video games; Game addiction
spellingShingle Digital games; Computer games; Video games; Game addiction
Guo, Yichen
Collecting: a way of exploring the difficulty to leave game world
title Collecting: a way of exploring the difficulty to leave game world
title_full Collecting: a way of exploring the difficulty to leave game world
title_fullStr Collecting: a way of exploring the difficulty to leave game world
title_full_unstemmed Collecting: a way of exploring the difficulty to leave game world
title_short Collecting: a way of exploring the difficulty to leave game world
title_sort collecting: a way of exploring the difficulty to leave game world
topic Digital games; Computer games; Video games; Game addiction
url https://eprints.nottingham.ac.uk/29085/