These players are shown attaching themselves to their virtual selves so much that they deny their real-world selves, and are then manipulated by the Erebos AI to commit acts of violence. The novel shows the dominance of the computer game “Erebos,” which uses artificial intelligence (AI) to process the interests and desires of its players. This paper studies Ursula Poznanski’s Erebos (2010), a German young adult novel, in terms of the concerns it raises about the dangers of and solutions to computer game addiction among young adults. Game addiction, Artificial intelligence, Virtual reality, Violence, Young adult character Abstract Faculty of Arts, Chulalongkorn university
0 Comments
Leave a Reply. |