

Our society seems to find solace in video games that contain the same four cognitive activities: spacial navigation, resource management, puzzle solving and hand eye coordination. This social norm reveals a connection between those cognitive activities, and an element of order. Interactivity creates an environment comprised not only of comfort, but also control. The sense of order shields us from an unforeseeable and looming turmoil the outside world inevitably brings. Salubrium examines the man...

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