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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.
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.
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.
WINNER OF THE 2010 AUSTRALIAN BOOK INDUSTRY AWARDS BOOK OF THE YEAR FOR OLDER CHILDREN (AGE RANGE 8 TO 14 YEARS) Parlour Games for Modern Families sets out to revive the tradition of indoor family games: push aside the consoles, turn off the telly, and bring some mental stimulation, silliness and laughter, joy and connection back into your living room. This book is bursting with games of logic and memory, wordplay, card games, role-play, and rough and tumble. Not a single game requires equipment that you won’t find in your average home: a pack of cards, a dictionary, an hourglass, dice, paper and pen. Games are organised thematically and referenced for age appropriateness. All are set out with clear rules and instructions. There are games that will challenge and stimulate you, and games that will have you in fits; games that can last all night, and games to fill that empty half-hour before tea; games for adults and older children, and games for your four-year-old’s birthday party. Parlour Games for Modern Families, a book for fun-lovers aged four to 104, winds back the clock to remind you of games you’d forgotten and then a whole lot more. Whether you dip into it as the urge takes you or read it from cover to cover, a very good time is guaranteed. PRAISE FOR MYFANWY JONES AND SPIRI TSINTZIRAS ‘In this day and age, it's hard to prise the kids away from their electronic equipment (TV, computers, game consoles and on the list goes), not to mention you, the parent from your chores. But this little corker of a book should help you out. Written by two mothers, it's packed full of fabulous games that families used to play years ago ... Gather up the clan into one room, choose a game (Farkle, Pontoon, Flip the Kipper or Picture Consequences, perhaps) and have a bit of genuine fun, and family time.’ The Herald Sun ‘Wink Murder, Memory, Charades, Twenty Questions - the authors of this book sat musing over all the forgotten parlour games they used to play as children and decided they wanted a book of games, so they wrote it. With a passionate introduction that calls for the reintroduction of parlour games into family life, the authors put forward a case for family members connecting with each other via old-fashioned unplugged fun.’ The Sunday Mail
A comprehensive and up-to-date investigation of what research shows about the educational value of computer games for learning. Many strong claims are made for the educational value of computer games, but there is a need for systematic examination of the research evidence that might support such claims. This book fills that need by providing, a comprehensive and up-to-date investigation of what research shows about learning with computer games. Computer Games for Learning describes three genres of game research: the value-added approach, which compares the learning outcomes of students who learn with a base version of a game to those of students who learn with the base version plus an additional feature; the cognitive consequences approach, which compares learning outcomes of students who play an off-the-shelf computer game for extended periods to those of students who do not; and the media comparative approach, which compares the learning outcomes of students who learn material by playing a game to those of students who learn the same material using conventional media. After introductory chapters that describe the rationale and goals of learning game research as well as the relevance of cognitive science to learning with games, the book offers examples of research in all three genres conducted by the author and his colleagues at the University of California, Santa Barbara; meta-analyses of published research; and suggestions for future research in the field. The book is essential reading for researchers and students of educational games, instructional designers, learning-game developers, and anyone who wants to know what the research has to say about the educational effectiveness of computer games.
"This is the smart summer thriller you've been waiting for."--NPR's All Things Considered NAMED A MUST READ BY THE BOSTON GLOBE, BBC.COM, AND NEW YORK POST NAMED A BEST BOOK OF THE YEAR BY NPR A compulsively readable psychological thriller set in New York and at Oxford University in which a group of six students play an elaborate game of dares and consequences with tragic result It was only ever meant to be a game played by six best friends in their first year at Oxford University; a game of consequences, silly forfeits, and childish dares. But then the game changed: The stakes grew higher and the dares more personal and more humiliating, finally evolving into a vicious struggle with unpredictable and tragic results. Now, fourteen years later, the remaining players must meet again for the final round. Who knows better than your best friends what would break you? A gripping psychological thriller partly inspired by the author's own time at Oxford University, Black Chalk is perfect for fans of the high tension and expert pacing of The Secret History and The Bellwether Revivals. Christopher J. Yates' background in puzzle writing and setting can clearly be seen in the plotting of this clever, tricky book that will keep you guessing to the very end.
Winning at competitive games requires a results-oriented mindset that many players are simply not willing to adopt. This book walks players through the entire process: how to choose a game and learn basic proficiency, how to break through the mental barriers that hold most players back, and how to handle the issues that top players face. It also includes a complete analysis of Sun Tzu's book The Art of War and its applications to games of today. These foundational concepts apply to virtually all competitive games, and even have some application to "real life." Trade paperback. 142 pages.
With complex stories and stunning visuals eliciting intense emotional responses, coupled with opportunities for self-expression and problem solving, video games are a powerful medium to foster empathy, critical thinking, and creativity in players. As these games grow in popularity, ambition, and technological prowess, they become a legitimate art form, shedding old attitudes and misconceptions along the way. Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives asks whether videogames have the power to transform a player and his or her beliefs from a sociopolitical perspective. Unlike traditional forms of storytelling, videogames allow users to immerse themselves in new worlds, situations, and politics. This publication surveys the landscape of videogames and analyzes the emergent gaming that shifts the definition and cultural effects of videogames. This book is a valuable resource to game designers and developers, sociologists, students of gaming, and researchers in relevant fields.
The return of the classic book on games and play that illuminates the relationship between the well-played game and the well-lived life. In The Well-Played Game, games guru Bernard De Koven explores the interaction of play and games, offering players—as well as game designers, educators, and scholars—a guide to how games work. De Koven’s classic treatise on how human beings play together, first published in 1978, investigates many issues newly resonant in the era of video and computer games, including social gameplay and player modification. The digital game industry, now moving beyond its emphasis on graphic techniques to focus on player interaction, has much to learn from The Well-Played Game. De Koven explains that when players congratulate each other on a “well-played” game, they are expressing a unique and profound synthesis that combines the concepts of play (with its associations of playfulness and fun) and game (with its associations of rule-following). This, he tells us, yields a larger concept: the experience and expression of excellence. De Koven—affectionately and appreciatively hailed by Eric Zimmerman as “our shaman of play”—explores the experience of a well-played game, how we share it, and how we can experience it again; issues of cheating, fairness, keeping score, changing old games (why not change the rules in pursuit of new ways to play?), and making up new games; playing for keeps; and winning. His book belongs on the bookshelves of players who want to find a game in which they can play well, who are looking for others with whom they can play well, and who have discovered the relationship between the well-played game and the well-lived life.