Playing Video Games
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Author |
: Barrie Gunter |
Publisher |
: A&C Black |
Total Pages |
: 186 |
Release |
: 1998-01-01 |
ISBN-10 |
: 1850758336 |
ISBN-13 |
: 9781850758334 |
Rating |
: 4/5 (36 Downloads) |
Synopsis The Effects of Video Games on Children by : Barrie Gunter
The rapid growth in popularity of computer and video games, particularly among children and teenagers, has given rise to public concern about the effects they might have on youngsters. The violent themes of many of these games, coupled with their interactive nature, have led to accusations that they may be worse than televised violence in affecting children's antisocial behaviour. Other allegations are that they have an addictive quality and that excessive playing results in a diminished social contact and poorer school performance. But how bad are video games? There are strong methodological reasons for not accepting the evidence for video games effects at face value. There are also positive signs that playing these games can enhance particular mental competencies in children. This book provides an up-to-date review and critique of research evidence from around the world in an attempt to put the issue of video game effects into perspective.
Author |
: Peter Vorderer |
Publisher |
: Routledge |
Total Pages |
: 605 |
Release |
: 2012-10-12 |
ISBN-10 |
: 9781135257477 |
ISBN-13 |
: 1135257477 |
Rating |
: 4/5 (77 Downloads) |
Synopsis Playing Video Games by : Peter Vorderer
From security training simulations to war games to role-playing games, to sports games to gambling, playing video games has become a social phenomena, and the increasing number of players that cross gender, culture, and age is on a dramatic upward trajectory. Playing Video Games: Motives, Responses, and Consequences integrates communication, psychology, and technology to examine the psychological and mediated aspects of playing video games. It is the first volume to delve deeply into these aspects of computer game play. It fits squarely into the media psychology arm of entertainment studies, the next big wave in media studies. The book targets one of the most popular and pervasive media in modern times, and it will serve to define the area of study and provide a theoretical spine for future research. This unique and timely volume will appeal to scholars, researchers, and graduate students in media studies and mass communication, psychology, and marketing.
Author |
: Barrie Gunter |
Publisher |
: Springer |
Total Pages |
: 298 |
Release |
: 2016-06-21 |
ISBN-10 |
: 9781137579850 |
ISBN-13 |
: 1137579854 |
Rating |
: 4/5 (50 Downloads) |
Synopsis Does Playing Video Games Make Players More Violent? by : Barrie Gunter
This book is an academic work which reviews and critiques the research literature concerning violent games and their alleged effects on players. It examines the debates about the potential effects of these games and the divisions between scholars working in the field. It places the research on violent video games in the longer historical context of scholarly work on media violence. It examines research from around the world on the nature of video games and their effects. It provides a critique of relevant theories of media violence effects and in particular theories developed within the older media violence literature and then considers how useful this and newer scholarly work might be for policy-makers and regulators. The book identifies where gaps exist in the extent literature and where future research attention might be directed.
Author |
: Matthew Thomas Payne |
Publisher |
: NYU Press |
Total Pages |
: 376 |
Release |
: 2019-03-26 |
ISBN-10 |
: 9781479827985 |
ISBN-13 |
: 1479827983 |
Rating |
: 4/5 (85 Downloads) |
Synopsis How to Play Video Games by : Matthew Thomas Payne
Forty original contributions on games and gaming culture What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building? From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays from today’s leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.
Author |
: Rachel Seigel |
Publisher |
: Weigl Publishers |
Total Pages |
: 48 |
Release |
: 2019-08-01 |
ISBN-10 |
: 9781489696106 |
ISBN-13 |
: 1489696105 |
Rating |
: 4/5 (06 Downloads) |
Synopsis Playing Video Games by : Rachel Seigel
While video games were traditionally for entertainment only, they are now becoming a teaching tool in the classroom. They can help to develop a person’s focus and concentration. Find out more in Playing Video Games, a title in the Debating the Issues series. Each title in the series features easy-to-read text, stunning visuals, and a challenging educational activity. A unique book code printed on page 2 unlocks multimedia content. These books come alive with video, audio, weblinks, slideshows, activities, hands-on experiments, and much more.
Author |
: Rachel Seigel |
Publisher |
: North Star Editions, Inc. |
Total Pages |
: 51 |
Release |
: 2018-01-01 |
ISBN-10 |
: 9781635176681 |
ISBN-13 |
: 1635176689 |
Rating |
: 4/5 (81 Downloads) |
Synopsis The Debate About Playing Video Games by : Rachel Seigel
Provides a thorough overview of the major pros and cons of playing video games. Readable text, interesting sidebars, and illuminating infographics invite readers to jump in and join the debate.
Author |
: Takahiro A. Kato |
Publisher |
: Frontiers Media SA |
Total Pages |
: 225 |
Release |
: 2021-03-23 |
ISBN-10 |
: 9782889666133 |
ISBN-13 |
: 2889666131 |
Rating |
: 4/5 (33 Downloads) |
Synopsis Psychopathology Among Youth in the 21st Century: Examining Influences from Culture, Society and Technology by : Takahiro A. Kato
Author |
: Matthew Thomas Payne |
Publisher |
: NYU Press |
Total Pages |
: 376 |
Release |
: 2019-03-26 |
ISBN-10 |
: 9781479805921 |
ISBN-13 |
: 1479805920 |
Rating |
: 4/5 (21 Downloads) |
Synopsis How to Play Video Games by : Matthew Thomas Payne
Forty original contributions on games and gaming culture What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building? From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays from today’s leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.
Author |
: |
Publisher |
: |
Total Pages |
: 62 |
Release |
: 2000 |
ISBN-10 |
: UILAW:0000000001334 |
ISBN-13 |
: |
Rating |
: 4/5 (34 Downloads) |
Synopsis American Amusement Machine Association V. Kendrick by :
Author |
: California (State). |
Publisher |
: |
Total Pages |
: 58 |
Release |
: |
ISBN-10 |
: LALL:CA-E000676-RB |
ISBN-13 |
: |
Rating |
: 4/5 (RB Downloads) |
Synopsis California. Court of Appeal (4th Appellate District). Division 2. Records and Briefs by : California (State).