The Effects of Video Games on Children

The Effects of Video Games on Children PDF Author: Barrie Gunter
Publisher: A&C Black
ISBN: 9781850758334
Category : Social Science
Languages : en
Pages : 186

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Book Description
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.

The Effects of Video Games on Children

The Effects of Video Games on Children PDF Author: Barrie Gunter
Publisher: A&C Black
ISBN: 9781850758334
Category : Social Science
Languages : en
Pages : 186

Get Book Here

Book Description
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.

Playing Video Games

Playing Video Games PDF Author: Peter Vorderer
Publisher: Routledge
ISBN: 1135257477
Category : Games & Activities
Languages : en
Pages : 605

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Book Description
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.

How to Play Video Games

How to Play Video Games PDF Author: Matthew Thomas Payne
Publisher: NYU Press
ISBN: 147980214X
Category : Games & Activities
Languages : en
Pages : 376

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Book Description
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.

The Performance of Video Games

The Performance of Video Games PDF Author: Kelly I. Aliano
Publisher: McFarland
ISBN: 1476685495
Category : Games & Activities
Languages : en
Pages : 231

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Book Description
When viewed through the context of an interactive play, a video game player fulfills the roles of both actor and spectator, watching and influencing a game's story in real time. This book presents video gaming as a virtual medium for performance, scrutinizing the ways in which a player's interaction with the narrative informs personal, historical, social and cultural understanding. Centering the author's own experiences as both video game player and performance scholar, the book thoroughly applies concepts from theatre and performance studies. Chapters argue that the posthuman player position now challenges what can be contextualized as a lived experience, and how video games can change players' relationships with historical events and contemporary concerns, ultimately impacting how they develop a sense of self. Using the author's own gaming experiences as a framework, the book focuses on the intersection between player and narrative, exploring what engagement with a storyline reveals about identity and society.

How to Play Video Games

How to Play Video Games PDF Author: Matthew Thomas Payne
Publisher: NYU Press
ISBN: 1479805920
Category : Games & Activities
Languages : en
Pages : 376

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Book Description
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.

Encyclopedia of Video Games [2 volumes]

Encyclopedia of Video Games [2 volumes] PDF Author: Mark J. P. Wolf
Publisher: Bloomsbury Publishing USA
ISBN: 0313379378
Category : Social Science
Languages : en
Pages : 788

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Book Description
This encyclopedia collects and organizes theoretical and historical content on the topic of video games, covering the people, systems, technologies, and theoretical concepts as well as the games themselves. This two-volume encyclopedia addresses the key people, companies, regions, games, systems, institutions, technologies, and theoretical concepts in the world of video games, serving as a unique resource for students. The work comprises over 300 entries from 97 contributors, including Ralph Baer and Nolan Bushnell, founders of the video game industry and some of its earliest games and systems. Contributing authors also include founders of institutions, academics with doctoral degrees in relevant fields, and experts in the field of video games. Organized alphabetically by topic and cross-referenced across subject areas, Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming will serve the needs of students and other researchers as well as provide fascinating information for game enthusiasts and general readers.

DIY Media in the Classroom

DIY Media in the Classroom PDF Author: Barbara Guzzetti
Publisher: Teachers College Press
ISBN: 0807770868
Category : Education
Languages : en
Pages : 144

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Book Description
This book shows teachers how to bring students' Do-It-Yourself media practices into the classroom (Grades 6–12). In one accessible resource, the authors explain both print-based and digital DIY media, identify their appealing features for content area instruction, and describe the literacy skills and strategies they promote. To help you successfully use DIY media in your classroom, this book provides teaching strategies for using DIY media across the curriculum, including English/language arts, math, social studies, science, art, and music. It offers multiple perspectives, including a classroom teacher who reflects on her own challenges and successes with DIY media in a high school class.

ECEL 2022 21st European Conference on e-Learning

ECEL 2022 21st European Conference on e-Learning PDF Author: Panagiotis Fotaris
Publisher: Academic Conferences and publishing limited
ISBN: 1914587553
Category : Education
Languages : en
Pages : 519

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Book Description


The Oxford Handbook of Media Psychology

The Oxford Handbook of Media Psychology PDF Author: Karen E. Dill
Publisher: Oxford University Press, USA
ISBN: 0195398807
Category : Psychology
Languages : en
Pages : 578

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Book Description
The Oxford Handbook of Media Psychology explores facets of human behaviour, thoughts, and feelings experienced in the context of media use and creation.

The SAGE Encyclopedia of Out-of-School Learning

The SAGE Encyclopedia of Out-of-School Learning PDF Author: Kylie Peppler
Publisher: SAGE Publications
ISBN: 1483385205
Category : Education
Languages : en
Pages : 992

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Book Description
The SAGE Encyclopedia of Out-of-School Learning documents what the best research has revealed about out-of-school learning: what facilitates or hampers it; where it takes place most effectively; how we can encourage it to develop talents and strengthen communities; and why it matters. Key features include: Approximately 260 articles organized A-to-Z in 2 volumes available in a choice of electronic or print formats. Signed articles, specially commissioned for this work and authored by key figures in the field, conclude with Cross References and Further Readings to guide students to the next step in a research journey. Reader’s Guide groups related articles within broad, thematic areas to make it easy for readers to spot additional relevant articles at a glance. Detailed Index, the Reader’s Guide, and Cross References combine for search-and-browse in the electronic version. Resource Guide points to classic books, journals, and web sites, including those of key associations.