Video Game Influences on Aggression, Cognition, and Attention

Video Game Influences on Aggression, Cognition, and Attention PDF Author: Christopher J. Ferguson
Publisher: Springer
ISBN: 3319954954
Category : Psychology
Languages : en
Pages : 205

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Book Description
This book addresses the ongoing scientific debates regarding video games and their effects on players. The book features opposing perspectives and offers point and counterpoint exchanges in which researchers on both sides of a specific topic make their best case for their findings and analysis. Chapters cover both positive and negative effects of video games on players’ behavior and cognition, from contributing to violence and alienation to promoting therapeutic outcomes for types of cognitive dysfunction. The contrasting viewpoints model presents respectful scientific debate, encourages open dialogue, and allows readers to come to informed conclusions. Key questions addressed include: · Do violent video games promote violence? · Does video game addiction exist? · Should parents limit children’s use of interactive media? · Do action video games promote visual attention? · Does sexist content in video games promote misogyny in real life? · Can video games slow the progress of dementia? · Are video games socially isolating? Video Game Influences on Aggression, Cognition, and Attention is a must-have resource for researchers, clinicians and professionals as well as graduate students in developmental psychology, social work, educational policy and politics, criminology/criminal justice, child and school psychology, sociology, media law, and other related disciplines.

Video Game Influences on Aggression, Cognition, and Attention

Video Game Influences on Aggression, Cognition, and Attention PDF Author: Christopher J. Ferguson
Publisher: Springer
ISBN: 3319954954
Category : Psychology
Languages : en
Pages : 205

Get Book Here

Book Description
This book addresses the ongoing scientific debates regarding video games and their effects on players. The book features opposing perspectives and offers point and counterpoint exchanges in which researchers on both sides of a specific topic make their best case for their findings and analysis. Chapters cover both positive and negative effects of video games on players’ behavior and cognition, from contributing to violence and alienation to promoting therapeutic outcomes for types of cognitive dysfunction. The contrasting viewpoints model presents respectful scientific debate, encourages open dialogue, and allows readers to come to informed conclusions. Key questions addressed include: · Do violent video games promote violence? · Does video game addiction exist? · Should parents limit children’s use of interactive media? · Do action video games promote visual attention? · Does sexist content in video games promote misogyny in real life? · Can video games slow the progress of dementia? · Are video games socially isolating? Video Game Influences on Aggression, Cognition, and Attention is a must-have resource for researchers, clinicians and professionals as well as graduate students in developmental psychology, social work, educational policy and politics, criminology/criminal justice, child and school psychology, sociology, media law, and other related disciplines.

The Psychology of Video Games

The Psychology of Video Games PDF Author: Celia Hodent
Publisher: Routledge
ISBN: 1000194760
Category : Psychology
Languages : en
Pages : 110

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Book Description
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 PDF Author: Lawrence Kutner
Publisher: Simon and Schuster
ISBN: 1416564691
Category : Family & Relationships
Languages : en
Pages : 275

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Book Description
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.

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.

Handbook of Children and the Media

Handbook of Children and the Media PDF Author: Dorothy G. Singer
Publisher: SAGE
ISBN: 1412982421
Category : Games & Activities
Languages : en
Pages : 825

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Book Description
'Handbook of Children and the Media' brings together the best-known scholars from around the world to summarize the current scope of the research in this field.

The dark and the light side of gaming

The dark and the light side of gaming PDF Author: Felix Reer
Publisher: Frontiers Media SA
ISBN: 2832543367
Category : Science
Languages : en
Pages : 199

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Book Description


The Oxford Handbook of Digital Technologies and Mental Health

The Oxford Handbook of Digital Technologies and Mental Health PDF Author: Marc N. Potenza
Publisher:
ISBN: 0190218053
Category : Medical
Languages : en
Pages : 517

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Book Description
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.

Video Games and Creativity

Video Games and Creativity PDF Author:
Publisher: Academic Press
ISBN: 0128017058
Category : Psychology
Languages : en
Pages : 330

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Book Description
Video games have become an increasingly ubiquitous part of society due to the proliferation and use of mobile devices. Video Games and Creativity explores research on the relationship between video games and creativity with regard to play, learning, and game design. It answers such questions as: - Can video games be used to develop or enhance creativity? - Is there a place for video games in the classroom? - What types of creativity are needed to develop video games? While video games can be sources of entertainment, the role of video games in the classroom has emerged as an important component of improving the education system. The research and development of game-based learning has revealed the power of using games to teach and promote learning. In parallel, the role and importance of creativity in everyday life has been identified as a requisite skill for success. - Summarizes research relating to creativity and video games - Incorporates creativity research on both game design and game play - Discusses physical design, game mechanics, coding, and more - Investigates how video games may encourage creative problem solving - Highlights applications of video games for educational purposes

Learning from Video Games (and Everything Else)

Learning from Video Games (and Everything Else) PDF Author: Douglas A. Gentile
Publisher: Cambridge University Press
ISBN: 1108967671
Category : Psychology
Languages : en
Pages : 141

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Book Description
Video games can have many effects on players, some of which could be intentional effects (e.g., games designed to train health compliance behaviors), and most of which are unintentional (e.g., violent games, stereotypes, gaming disorder). Some of these areas of research have been seen as controversial, but many of the controversies can be at least partially resolved by considering the learning mechanisms underlying the effects. We describe the General Learning Model in greater detail than has been provided elsewhere, including short-term and long-term mechanisms, processes of learning and forgetting, and moderators of learning. Video games use many of the best practices to train for both mastery and for transfer of learning. The implications for re-interpreting the literature on violent video games and gaming disorder, as well as for applied social psychology broadly defined, are discussed.

Handbook of Anger, Aggression, and Violence

Handbook of Anger, Aggression, and Violence PDF Author: Colin R. Martin
Publisher: Springer Nature
ISBN: 3031315472
Category : Psychology
Languages : en
Pages : 3036

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Book Description
This handbook provides a detailed overview of the emotional, physical, and social implications of anger, aggression, and violence. The book covers the recognition, diagnosis, and evaluation of these areas, aiming to understand the aetiology of these behavioral features to assist with prevention and cure. The book is divided into eight sections: Placing Aggression, Anger, Aggression and Violence In Context Causes and Precipitation of Anger, Aggression and Violence Features of Anger, Aggression and Violence Anger, Aggression and Violence in Defined Disorders and Conditions Physical Measures of Pathology and Insights: Genetics Physical Measures of Pathology and Insights: Non-Genetic Treatments and Therapies Methods and Techniques Handbook of Anger, Aggression, and Violence will be of use for behavioral scientists, psychologists, psychiatric nurses and doctors, neurologists, health scientists, general practitioners, research scientists and all those interested in altered behavior.