How Video Games Impact Players
Download How Video Games Impact Players full books in PDF, epub, and Kindle. Read online free How Video Games Impact Players ebook anywhere anytime directly on your device. Fast Download speed and no annoying ads.
Author |
: Ryan Rogers |
Publisher |
: Lexington Books |
Total Pages |
: 173 |
Release |
: 2016-05-17 |
ISBN-10 |
: 9781498513081 |
ISBN-13 |
: 1498513085 |
Rating |
: 4/5 (81 Downloads) |
Synopsis How Video Games Impact Players by : Ryan Rogers
How Video Games Impact Players provides a balanced and nuanced look at the complex role that video games play in society through an analysis of the positive and negative effects of game rules, feedback, and self-presentation. Rogers examines the positive aspects of video games like their use in education, encouragement of prosocial behaviors, and enablement of mood management, as well as the negative aspects like their association with violence and diversity issues, promotion of substance use behaviors, and their role as an outlet for harassment behaviors.
Author |
: Celia Hodent |
Publisher |
: Routledge |
Total Pages |
: 105 |
Release |
: 2020-10-07 |
ISBN-10 |
: 9781000194760 |
ISBN-13 |
: 1000194760 |
Rating |
: 4/5 (60 Downloads) |
Synopsis The Psychology of Video Games by : Celia Hodent
What impact can video games have on us as players? How does psychology influence video game creation? Why do some games become cultural phenomena? The Psychology of Video Games introduces the curious reader to the relationship between psychology and video games from the perspective of both game makers and players. Assuming no specialist knowledge, this concise, approachable guide is a starter book for anyone intrigued by what makes video games engaging and what is their psychological impact on gamers. It digests the research exploring the benefits gaming can have on players in relation to education and healthcare, considers the concerns over potential negative impacts such as pathological gaming, and concludes with some ethics considerations. With gaming being one of the most popular forms of entertainment today, The Psychology of Video Games shows the importance of understanding the human brain and its mental processes to foster ethical and inclusive video games.
Author |
: Asi Burak |
Publisher |
: Macmillan + ORM |
Total Pages |
: 237 |
Release |
: 2017-01-31 |
ISBN-10 |
: 9781250089342 |
ISBN-13 |
: 1250089344 |
Rating |
: 4/5 (42 Downloads) |
Synopsis Power Play by : Asi Burak
The phenomenal growth of gaming has inspired plenty of hand-wringing since its inception--from the press, politicians, parents, and everyone else concerned with its effect on our brains, bodies, and hearts. But what if games could be good, not only for individuals but for the world? In Power Play, Asi Burak and Laura Parker explore how video games are now pioneering innovative social change around the world. As the former executive director and now chairman of Games for Change, Asi Burak has spent the last ten years supporting and promoting the use of video games for social good, in collaboration with leading organizations like the White House, NASA, World Bank, and The United Nations. The games for change movement has introduced millions of players to meaningful experiences around everything from the Israeli-Palestinian conflict to the US Constitution. Power Play looks to the future of games as a global movement. Asi Burak and Laura Parker profile the luminaries behind some of the movement's most iconic games, including former Supreme Court judge Sandra Day O’Connor and Pulitzer-Prize winning authors Nicholas Kristof and Sheryl WuDunn. They also explore the promise of virtual reality to address social and political issues with unprecedented immersion, and see what the next generation of game makers have in store for the future.
Author |
: Fran Blumberg |
Publisher |
: Oxford University Press, USA |
Total Pages |
: 386 |
Release |
: 2014 |
ISBN-10 |
: 9780199896646 |
ISBN-13 |
: 019989664X |
Rating |
: 4/5 (46 Downloads) |
Synopsis Learning by Playing by : Fran Blumberg
There is a growing recognition in the learning sciences that video games can no longer be seen as impediments to education, but rather, they can be developed to enhance learning. Educational and developmental psychologists, education researchers, media psychologists, and cognitive psychologists are now joining game designers and developers in seeking out new ways to use video game play in the classroom. In Learning by Playing, a diverse group of contributors provide perspectives on the most current thinking concerning the ramifications of leisure video game play for academic classroom learning. The first section of the text provides foundational understanding of the cognitive skills and content knowledge that children and adolescents acquire and refine during video game play. The second section explores game features that captivate and promote skills development among game players. The subsequent sections discuss children and adolescents' learning in the context of different types of games and the factors that contribute to transfer of learning from video game play to the classroom. These chapters then form the basis for the concluding section of the text: a specification of the most appropriate research agenda to investigate the academic potential of video game play, particularly using those games that child and adolescent players find most compelling. Contributors include researchers in education, learning sciences, and cognitive and developmental psychology, as well as instructional design researchers.
Author |
: Casey O'Donnell |
Publisher |
: MIT Press |
Total Pages |
: 351 |
Release |
: 2014-11-21 |
ISBN-10 |
: 9780262028196 |
ISBN-13 |
: 0262028190 |
Rating |
: 4/5 (96 Downloads) |
Synopsis Developer's Dilemma by : Casey O'Donnell
An examination of work—including the organization of work and the market forces that surround it—through the lens of the collaborative practice of game development. Rank-and-file game developers bring videogames from concept to product, and yet their work is almost invisible, hidden behind the famous names of publishers, executives, or console manufacturers. In this book, Casey O’Donnell examines the creative collaborative practice of typical game developers. His investigation of why game developers work the way they do sheds light on our understanding of work, the organization of work, and the market forces that shape (and are shaped by) media industries. O’Donnell shows that the ability to play with the underlying systems—technical, conceptual, and social—is at the core of creative and collaborative practice, which is central to the New Economy. When access to underlying systems is undermined, so too is creative collaborative process. Drawing on extensive fieldwork in game studios in the United States and India, O’Donnell stakes out new territory empirically, conceptually, and methodologically. Mimicking the structure of videogames, the book is divided into worlds, within which are levels; and each world ends with a boss fight, a “rant” about lessons learned and tools mastered. O’Donnell describes the process of videogame development from pre-production through production, considering such aspects as experimental systems, “socially mandatory” overtime, and the perpetual startup machine that exhausts young, initially enthusiastic workers. He links work practice to broader systems of publishing, manufacturing, and distribution; introduces the concept of a privileged “actor-intra-internetwork”; and describes patent and copyright enforcement by industry and the state.
Author |
: Jamie Madigan |
Publisher |
: Rowman & Littlefield Publishers |
Total Pages |
: 0 |
Release |
: 2019-01-15 |
ISBN-10 |
: 1538121336 |
ISBN-13 |
: 9781538121337 |
Rating |
: 4/5 (36 Downloads) |
Synopsis Getting Gamers by : Jamie Madigan
A psychologist and life-long fan of video games helps you understand what psychology has to say about why video games and mobile game apps are designed the way they are, why players behave as they do, and the psychological tricks used to market and sell them.
Author |
: Craig A. Anderson |
Publisher |
: Oxford University Press |
Total Pages |
: 200 |
Release |
: 2007-01-11 |
ISBN-10 |
: 9780195345568 |
ISBN-13 |
: 0195345568 |
Rating |
: 4/5 (68 Downloads) |
Synopsis Violent Video Game Effects on Children and Adolescents by : Craig A. Anderson
Violent video games are successfully marketed to and easily obtained by children and adolescents. Even the U.S. government distributes one such game, America's Army, through both the internet and its recruiting offices. Is there any scientific evidence to support the claims that violent games contribute to aggressive and violent behavior? As the first book to unite empirical research on and public policy options for violent video games, Violent Video Game Effects on Children and Adolescents will be an invaluable resource for student and professional researchers in social and developmental psychology and media studies.
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 |
: Christopher A. Paul |
Publisher |
: |
Total Pages |
: 245 |
Release |
: 2018 |
ISBN-10 |
: 1517900409 |
ISBN-13 |
: 9781517900403 |
Rating |
: 4/5 (09 Downloads) |
Synopsis The Toxic Meritocracy of Video Games by : Christopher A. Paul
An avid gamer and sharp media critic explains meritocracy's negative contribution to video game culture--and what can be done about it Video games have brought entertainment, education, and innovation to millions, but gaming also has its dark sides. From the deep-bred misogyny epitomized by GamerGate to the endemic malice of abusive player communities, gamer culture has had serious real-world repercussions, ranging from death threats to sexist industry practices and racist condemnations. In The Toxic Meritocracy of Video Games, new media critic and longtime gamer Christopher A. Paul explains how video games' focus on meritocracy empowers this negative culture. Paul first shows why meritocracy is integral to video-game design, narratives, and values. Games typically valorize skill and technique, and common video-game practices (such as leveling) build meritocratic thinking into the most basic premises. Video games are often assumed to have an even playing field, but they facilitate skill transfer from game to game, allowing certain players a built-in advantage. The Toxic Meritocracy of Video Games identifies deep-seated challenges in the culture of video games--but all is not lost. As Paul argues, similarly meritocratic institutions like professional sports and higher education have found powerful remedies to alleviate their own toxic cultures, including active recruiting and strategies that promote values such as contingency, luck, and serendipity. These can be brought to the gamer universe, Paul contends, ultimately fostering a more diverse, accepting, and self-reflective culture that is not only good for gamers but good for video games as well.
Author |
: Alenda Y. Chang |
Publisher |
: U of Minnesota Press |
Total Pages |
: 281 |
Release |
: 2019-12-31 |
ISBN-10 |
: 9781452962269 |
ISBN-13 |
: 145296226X |
Rating |
: 4/5 (69 Downloads) |
Synopsis Playing Nature by : Alenda Y. Chang
A potent new book examines the overlap between our ecological crisis and video games Video games may be fun and immersive diversions from daily life, but can they go beyond the realm of entertainment to do something serious—like help us save the planet? As one of the signature issues of the twenty-first century, ecological deterioration is seemingly everywhere, but it is rarely considered via the realm of interactive digital play. In Playing Nature, Alenda Y. Chang offers groundbreaking methods for exploring this vital overlap. Arguing that games need to be understood as part of a cultural response to the growing ecological crisis, Playing Nature seeds conversations around key environmental science concepts and terms. Chang suggests several ways to rethink existing game taxonomies and theories of agency while revealing surprising fundamental similarities between game play and scientific work. Gracefully reconciling new media theory with environmental criticism, Playing Nature examines an exciting range of games and related art forms, including historical and contemporary analog and digital games, alternate- and augmented-reality games, museum exhibitions, film, and science fiction. Chang puts her surprising ideas into conversation with leading media studies and environmental humanities scholars like Alexander Galloway, Donna Haraway, and Ursula Heise, ultimately exploring manifold ecological futures—not all of them dystopian.