The Best Non-Violent Video Games

The Best Non-Violent Video Games
Author :
Publisher : White Owl
Total Pages : 162
Release :
ISBN-10 : 9781399084956
ISBN-13 : 139908495X
Rating : 4/5 (56 Downloads)

Synopsis The Best Non-Violent Video Games by : James Batchelor

What if there were video games that weren’t about killing things? The world’s biggest entertainment medium has come under decades of scrutiny because of its violent content. But here’s a little known fact: from the very beginning, non-violent video games have done as much, if not more, to shape the industry than violent ones. The Best Non-Violent Video Games is the first ever guide to the full breath of interactive entertainment. Discover the true variety the medium has to offer and learn how developers constantly find new ways to engage people by challenging their minds, testing their reflexes, and even tugging at the heartstrings. Take a journey through more than three hundred video games, stretching back to the very dawn of the industry and extending right up to modern day indie hits. You’ll learn more about the origins of some of gaming’s biggest franchises, discover underrated gems from developers of all sizes, and perhaps even find some new favorites. Written by a journalist with over 15 years of industry experience and more than 30 years of gaming experience, this guide is for anyone seeking something truly different from the video games space without dealing with guns and gore, or those simply looking for a change of pace.

The Psychology of Video Games

The Psychology of Video Games
Author :
Publisher : Routledge
Total Pages : 110
Release :
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.

Grand Theft Childhood

Grand Theft Childhood
Author :
Publisher : Simon and Schuster
Total Pages : 275
Release :
ISBN-10 : 9781416564690
ISBN-13 : 1416564691
Rating : 4/5 (90 Downloads)

Synopsis Grand Theft Childhood by : Lawrence Kutner

Listening to pundits and politicians, you'd think that the relationship between violent video games and aggressive behavior in children is clear. Children who play violent video games are more likely to be socially isolated and have poor interpersonal skills. Violent games can trigger real-world violence. The best way to protect our kids is to keep them away from games such as Grand Theft Auto that are rated M for Mature. Right? Wrong. In fact, many parents are worried about the wrong things! In 2004, Lawrence Kutner, PhD, and Cheryl K. Olson, ScD, cofounders and directors of the Harvard Medical School Center for Mental Health and Media, began a $1.5 million federally funded study on the effects of video games. In contrast to previous research, their study focused on real children and families in real situations. What they found surprised, encouraged and sometimes disturbed them: their findings conform to the views of neither the alarmists nor the video game industry boosters. In Grand Theft Childhood: The Surprising Truth about Violent Video Games and What Parents Can Do, Kutner and Olson untangle the web of politics, marketing, advocacy and flawed or misconstrued studies that until now have shaped parents' concerns. Instead of offering a one-size-fits-all prescription, Grand Theft Childhood gives the information you need to decide how you want to handle this sensitive issue in your own family. You'll learn when -- and what kinds of -- video games can be harmful, when they can serve as important social or learning tools and how to create and enforce game-playing rules in your household. You'll find out what's really in the games your children play and when to worry about your children playing with strangers on the Internet. You'll understand how games are rated, how to make best use of ratings and the potentially important information that ratings don't provide. Grand Theft Childhood takes video games out of the political and media arenas, and puts parents back in control. It should be required reading for all families who use game consoles or computers. Almost all children today play video or computer games. Half of twelve-year-olds regularly play violent, Mature-rated games. And parents are worried... "I don't know if it's an addiction, but my son is just glued to it. It's the same with my daughter with her computer...and I can't be watching both of them all the time, to see if they're talking to strangers or if someone is getting killed in the other room on the PlayStation. It's just nerve-racking!" "I'm concerned that this game playing is just the kid and the TV screen...how is this going to affect his social skills?" "I'm not concerned about the violence; I'm concerned about the way they portray the violence. It's not accidental; it's intentional. They're just out to kill people in some of these games." What should we as parents, teachers and public policy makers be concerned about? The real risks are subtle and aren't just about gore or sex. Video games don't affect all children in the same way; some children are at significantly greater risk. (You may be surprised to learn which ones!) Grand Theft Childhood gives parents practical, research-based advice on ways to limit many of those risks. It also shows how video games -- even violent games -- can benefit children and families in unexpected ways. In this groundbreaking and timely book, Drs. Lawrence Kutner and Cheryl Olson cut through the myths and hysteria, and reveal the surprising truth about kids and violent games.

The Oxford Handbook of Digital Technologies and Mental Health

The Oxford Handbook of Digital Technologies and Mental Health
Author :
Publisher :
Total Pages : 517
Release :
ISBN-10 : 9780190218058
ISBN-13 : 0190218053
Rating : 4/5 (58 Downloads)

Synopsis The Oxford Handbook of Digital Technologies and Mental Health by : Marc N. Potenza

This book provides a comprehensive and authoritative description of the relationships between mental health and digital technology use, including how such technologies may be harnessed to improve mental health.

Violent Video Game Effects on Children and Adolescents

Violent Video Game Effects on Children and Adolescents
Author :
Publisher : Oxford University Press
Total Pages : 200
Release :
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.

Power Play

Power Play
Author :
Publisher : Macmillan + ORM
Total Pages : 237
Release :
ISBN-10 : 9781250089342
ISBN-13 : 1250089344
Rating : 4/5 (42 Downloads)

Synopsis Power Play by : Asi Burak

“An insider’s view of the good things that can emerge from being glued to a screen. . . . A solid piece of pop-culture/business journalism.” —Kirkus Reviews 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.

Good Society

Good Society
Author :
Publisher :
Total Pages :
Release :
ISBN-10 : 0648150526
ISBN-13 : 9780648150527
Rating : 4/5 (26 Downloads)

Synopsis Good Society by : Vee Hendro

Good Society is a tabletop roleplaying game where you create an Austen novel with your friends.

Preventing Violence in America

Preventing Violence in America
Author :
Publisher : SAGE
Total Pages : 325
Release :
ISBN-10 : 9780761900412
ISBN-13 : 0761900411
Rating : 4/5 (12 Downloads)

Synopsis Preventing Violence in America by : Robert L. Hampton

What can be done to address the problem of violence in society? The contributors to this volume, both scholars and practitioners, examine this question by exploring the history of violence together with theoretical explanations. The book discusses such issues as: the disproportionate presence of violence within North American minority populations; the concept of psychological resiliency; how spirituality may serve as a protective factor; and the role of television in promoting violence. The contributors also address prevention and intervention strategies among gangs of young people, and the implementation of special programmes in schools.

What Video Games Have to Teach Us About Learning and Literacy. Second Edition

What Video Games Have to Teach Us About Learning and Literacy. Second Edition
Author :
Publisher : Macmillan
Total Pages : 233
Release :
ISBN-10 : 9781466886421
ISBN-13 : 1466886420
Rating : 4/5 (21 Downloads)

Synopsis What Video Games Have to Teach Us About Learning and Literacy. Second Edition by : James Paul Gee

Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.

Do

Do
Author :
Publisher :
Total Pages :
Release :
ISBN-10 : 1613171188
ISBN-13 : 9781613171189
Rating : 4/5 (88 Downloads)

Synopsis Do by : Mark Diaz Truman

Dear Pilgrims of the Flying Temple,We need your help...So begins the latest letter your troupe of pilgrims has received. There's only one problem--the Flying Temple has disappeared, leaving only a single dragon's egg in its place! It's up to you and the other teenaged pilgrims to carry on with the temple's work, helping the residents of the Many Worlds with their problems. But it won't be easy. Evildoers plot to take advantage of the temple's absence; there are no monks to give advice on how to deal with them, and your young dragon gets you into trouble as much as it helps you. But you cannot ignore the people of the Many Worlds when they turn to you for help...Do: Fate of the Flying Temple is a family-friendly standalone roleplaying game. This book contains everything you need to set off for adventure in the windpunk setting of the Many Worlds. In this game, you can fly with dragons, solve problems and puzzles, and defeat the bad guys just like the heroes of Avatar: The Last Airbender and How to Train Your Dragon.Join the Flying Temple and set off for adventure!