Footnotes

  1. Follett, M. P. (1924). Creative experience. New York: Longmans, Green and Co.
  2. Deci, E. L., & Ryan, R. M. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55, 68-78.
  3. Rosser, J. C., Lynch, P. J., Cuddihy, L., Gentile, D. A., Klonsky, J., & Merrell, R. (2007). The impact of video games on training surgeons in the 21st century. Archives of Surgery, 142, 181-186.
  4. For an example of the power of experience-taking, see Kaufman, G. F., & Libby, L. K. (2012). Changing beliefs and behavior through experience-taking. Journal of Personality and Social Psychology, 103, 1-19.
  5. Kuznekoff, J. H., & Rose, L. M. (2013). Communication in multiplayer gaming: Examining player responses to gender cues. New Media & Society, 15, 541-556.
  6. Williams, D., Martins, N., Consalvo, M., & Ivory, J. D. (2009). The virtual census: Representations of gender, race, and age in video games. New Media & Society, 11, 815-834.
  7. Williams, D., Martins, N., Consalvo, M., & Ivory, J. D. (2009). The virtual census: Representations of gender, race, and age in video games. New Media & Society, 11, 815-834.
  8. For an overview of the research on choice and cognitive complexity, see Schwartz, B. (2004). The paradox of choice: why more is less. New York: Ecco.