Video Games and Social Competence

Video Games and Social Competence

Author: Rachel Kowert

Publisher: Routledge

ISBN: 9781317620143

Category: Social Science

Page: 234

View: 385

Despite their popularity, online video games have been met with suspicion by the popular media and academic community. In particular, there is a growing concern that online video game play may be associated with deficits in social functioning. Due to a lack of empirical consistency, the debate surrounding the potential impact of online video game play on a user’s sociability remains an active one. This book contributes to this debate by exploring the potential impact of online video game involvement on social competence outcomes, theoretically and empirically. Through empirical research, Kowert examines the relationships between online video game involvement, social goals, and social skills and discusses the underlying mechanisms of these effects.

Video Game Influences on Aggression, Cognition, and Attention

Video Game Influences on Aggression, Cognition, and Attention

Author: Christopher J. Ferguson

Publisher: Springer

ISBN: 9783319954950

Category: Psychology

Page: 203

View: 491

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.

Multiplayer

Multiplayer

Author: Thorsten Quandt

Publisher: Routledge

ISBN: 9781134092192

Category: Language Arts & Disciplines

Page: 252

View: 377

In the past decade, digital games have become a widely accepted form of media entertainment, moving from the traditional 'core gamer' community into the mainstream media market. With millions of people now enjoying gaming as interactive entertainment there has been a huge increase in interest in social multiplayer gaming activities. However, despite the explosive growth in the field over the past decade, many aspects of social gaming still remain unexplored, especially from a media and communication studies perspective. Multiplayer: Social Aspects of Digital Gaming is the first edited volume of its kind that takes a closer look at the various forms of human interaction in and around digital games, providing an overview of debates, past and present. The book is divided into five sections that explore the following areas: Social Aspects of Digital Gaming Social Interactions in Virtual Worlds Online Gaming Co-located and Console Gaming Risks and Challenges of Social Gaming This engaging interdisciplinary book will appeal to upper level students, postgrads and researchers in games research, specifically those focusing on new media and digital games, as well as researchers in media studies and mass communication.

Video Games

Video Games

Author: Nicholas David Bowman

Publisher: Routledge

ISBN: 9781351235242

Category: Language Arts & Disciplines

Page: 252

View: 403

This entry in the BEA Electronic Media Research Series, born out of the April 2017 BEA Research Symposium, takes a look at video games, outlining the characteristics of them as cognitive, emotional, physical, and social demanding technologies, and introduces readers to current research on video games. The diverse array of contributors in this volume offer bleeding-edge perspectives on both current and emerging scholarship. The chapters here contain radical approaches that add to the literature on electronic media studies generally and video game studies specifically. By taking such a forward-looking approach, this volume aims to collect foundational writings for the future of gaming studies.

The Oxford Handbook of Cyberpsychology

The Oxford Handbook of Cyberpsychology

Author: Alison Attrill-Smith

Publisher: Oxford University Press

ISBN: 9780192540966

Category: Psychology

Page: 900

View: 223

The internet is so central to everyday life, that it is impossible to contemplate life without it. From finding romance, to conducting business, receiving health advice, shopping, banking, and gaming, the internet opens up a world of possibilities to people across the globe. Yet for all its positive attributes, it is also an environment where we witness the very worst of human behaviour - cybercrime, election interference, fake news, and trolling being just a few examples. What is it about this unique environment that can make people behave in ways they wouldn't contemplate in real life. Understanding the psychological processes underlying and influencing the thinking, interpretation and behaviour associated with this online interconnectivity is the core premise of Cyberpsychology. The Oxford Handbook of Cyberpsychology explores a wide range of cyberpsychological processes and activities through the research and writings of some of the world's leading cyberpsychology experts. The book is divided into eight sections covering topics as varied as online research methods, self-presentation and impression management, technology across the lifespan, interaction and interactivity, online groups and communities, social media, health and technology, video gaming and cybercrime and cybersecurity. The Oxford Handbook of Cyberpsychology will be important reading for those who have only recently discovered the discipline as well as more seasoned cyberpsychology researchers and teachers.

Gamification: Concepts, Methodologies, Tools, and Applications

Gamification: Concepts, Methodologies, Tools, and Applications

Author: Management Association, Information Resources

Publisher: IGI Global

ISBN: 9781466682016

Category: Computers

Page: 2211

View: 827

Serious games provide a unique opportunity to engage students more fully than traditional teaching approaches. Understanding the best way to utilize games and play in an educational setting is imperative for effectual learning in the twenty-first century. Gamification: Concepts, Methodologies, Tools, and Applications investigates the use of games in education, both inside and outside of the classroom, and how this field once thought to be detrimental to student learning can be used to augment more formal models. This four-volume reference work is a premier source for educators, administrators, software designers, and all stakeholders in all levels of education.

Serious Games

Serious Games

Author: Tim Marsh

Publisher: Springer

ISBN: 9783319458410

Category: Computers

Page: 308

View: 150

This book constitutes the proceedings of the Second Joint International Conference on Serious Games, JCSG 2016, held in Brisbane, QLD, Australia, in September 2016. This conference bundles the activities of the International Conference on Serious Games Development and Applications, SGDA, and the Conference on Serious Games, GameDays. The total of 36 full papers and 5 short papers was carefully reviewed and selected from numerous submissions. The papers were organized in topical sections named: health, well-being and accessibility; education, learning and training; science, nature and heritage; design, development and analysis; poster papers; exhibits.

Multigenerational Online Behavior and Media Use: Concepts, Methodologies, Tools, and Applications

Multigenerational Online Behavior and Media Use: Concepts, Methodologies, Tools, and Applications

Author: Management Association, Information Resources

Publisher: IGI Global

ISBN: 9781522579106

Category: Social Science

Page: 1765

View: 821

The rapid evolution of technology continuously changes the way people interact, work, and learn. By examining these advances from a sociological perspective, researchers can further understand the impact of cyberspace on human behavior, interaction, and cognition. Multigenerational Online Behavior and Media Use: Concepts, Methodologies, Tools, and Applications is a vital reference source covering the impact of social networking platforms on a variety of relationships, including those between individuals, governments, citizens, businesses, and consumers. The publication also highlights the negative behavioral, physical, and mental effects of increased online usage and screen time such as mental health issues, internet addiction, and body image. Showcasing a range of topics including online dating, smartphone dependency, and cyberbullying, this multi-volume book is ideally designed for sociologists, psychologists, computer scientists, engineers, communication specialists, academicians, researchers, and graduate-level students seeking current research on media usage and its behavioral effects.

The Video Game Debate

The Video Game Debate

Author: Rachel Kowert

Publisher: Routledge

ISBN: 9781317567165

Category: Social Science

Page: 196

View: 552

Do video games cause violent, aggressive behavior? Can online games help us learn? When it comes to video games, these are often the types of questions raised by popular media, policy makers, scholars, and the general public. In this collection, international experts review the latest research findings in the field of digital game studies and weigh in on the actual physical, social, and psychological effects of video games. Taking a broad view of the industry from the moral panic of its early days up to recent controversies surrounding games like Grand Theft Auto, contributors explore the effects of games through a range of topics including health hazards/benefits, education, violence and aggression, addiction, cognitive performance, and gaming communities. Interdisciplinary and accessibly written, The Video Game Debate reveals that the arguments surrounding the game industry are far from black and white, and opens the door to richer conversation and debate amongst students, policy makers, and scholars alike.

Digital Literacy: Concepts, Methodologies, Tools, and Applications

Digital Literacy: Concepts, Methodologies, Tools, and Applications

Author: Management Association, Information Resources

Publisher: IGI Global

ISBN: 9781466618534

Category: Computers

Page: 1907

View: 584

Digital Literacy: Concepts, Methodologies, Tools and Applications presents a vital compendium of research detailing the latest case studies, architectures, frameworks, methodologies, and research on Digital Democracy. With contributions from authors around the world, this three-volume collection presents the most sophisticated research and developments from the field, relevant to researchers, academics, and practitioners alike. In order to stay abreast of the latest research, this book affords a vital look into Digital Literacy research.