{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,6,10]],"date-time":"2026-06-10T15:52:53Z","timestamp":1781106773372,"version":"3.54.1"},"reference-count":31,"publisher":"IGI Global Scientific Publishing","issue":"3","license":[{"start":{"date-parts":[[2014,7,1]],"date-time":"2014-07-01T00:00:00Z","timestamp":1404172800000},"content-version":"vor","delay-in-days":0,"URL":"http:\/\/creativecommons.org\/licenses\/by\/3.0\/deed.en_US"},{"start":{"date-parts":[[2014,7,1]],"date-time":"2014-07-01T00:00:00Z","timestamp":1404172800000},"content-version":"am","delay-in-days":0,"URL":"http:\/\/creativecommons.org\/licenses\/by\/3.0\/deed.en_US"},{"start":{"date-parts":[[2014,7,1]],"date-time":"2014-07-01T00:00:00Z","timestamp":1404172800000},"content-version":"tdm","delay-in-days":0,"URL":"http:\/\/creativecommons.org\/licenses\/by\/3.0\/deed.en_US"}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":[],"published-print":{"date-parts":[[2014,7,1]]},"abstract":"<p>In this paper, the authors examine digital environments as a learning spaces and site of extended cognition by demonstrating the presence of active learning in both video games and their linked online collaborative communities. The authors use Shaun Gallagher's theory of extended mind to posit the notion that the shared cognitive space created in the game between creator and player can be extend to include many others through the digital communities of those players though gaming literacy. The authors conducted a think-aloud protocol with participants playing Yume Nikki, a minimalist Japanese indie game, then reading materials on hikikomori, a condition the creator is believed to have. They conclude from their results that active and creative learning of human communities should not be undervalued when designing virtual environments even when the environment is single-player.<\/p>","DOI":"10.4018\/ijgcms.2014070103","type":"journal-article","created":{"date-parts":[[2015,2,6]],"date-time":"2015-02-06T14:04:41Z","timestamp":1423231481000},"page":"1-15","source":"Crossref","is-referenced-by-count":1,"title":["Dream Lucidity"],"prefix":"10.4018","volume":"6","author":[{"given":"Concetta","family":"Bommarito","sequence":"first","affiliation":[{"name":"University of Central Florida, Orlando, FL, USA"}],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Kathryn","family":"Dunlap","sequence":"additional","affiliation":[{"name":"University of Central Florida, Orlando, FL, USA"}],"role":[{"vocabulary":"crossref","role":"author"}]}],"member":"2432","reference":[{"key":"ijgcms.2014070103-0","doi-asserted-by":"publisher","DOI":"10.1016\/j.adolescence.2003.10.009"},{"key":"ijgcms.2014070103-1","doi-asserted-by":"publisher","DOI":"10.1111\/1467-9280.00366"},{"key":"ijgcms.2014070103-2","unstructured":"Bogost, I. 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(1993) A task-centered user interface design: A practical introduction. http:\/\/dcti.iscte.pt\/cgm\/web\/TCUID_PI.pdf"},{"key":"ijgcms.2014070103-19","author":"J.McGonigal","year":"2011","journal-title":"Reality is Broken: Why Games Make Us Better and How They Can Change the World"},{"key":"ijgcms.2014070103-20","doi-asserted-by":"publisher","DOI":"10.1016\/S1053-8100(03)00072-2"},{"key":"ijgcms.2014070103-21","doi-asserted-by":"crossref","DOI":"10.4324\/9780203699188","author":"L.Nakamura","year":"2013","journal-title":"Cybertypes: Race, Ethnicity, and Identity on the Internet"},{"key":"ijgcms.2014070103-22","doi-asserted-by":"publisher","DOI":"10.1007\/s11199-007-9193-5"},{"key":"ijgcms.2014070103-23","author":"T.Saito","year":"2013","journal-title":"Hikikomori: Adolescence without End"},{"key":"ijgcms.2014070103-24","author":"O.Sato","year":"1998","journal-title":"LSD: Dream Emulator"},{"key":"ijgcms.2014070103-25","unstructured":"Soseki, N. (1908) Yume Ju-ya. 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