EBookClubs

Read Books & Download eBooks Full Online

EBookClubs

Read Books & Download eBooks Full Online

Book The Psychology of Video Games

Download or read book The Psychology of Video Games written by Celia Hodent and published by Routledge. This book was released on 2020-10-07 with total page 105 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Video Games and Well being

Download or read book Video Games and Well being written by Rachel Kowert and published by Springer Nature. This book was released on 2019-12-02 with total page 176 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book examines how video game mechanics and narratives can teach players skills associated with increased psychological well-being. It integrates research from psychology, education, ludology, media studies, and communication science to demonstrate how game play can teach skills that have long been associated with increased happiness and prolonged life satisfaction, including flexible thinking, openness to experience, self-care, a growth mindset, solution-focused thinking, mindfulness, persistence, self-discovery and resilience. The chapters in this volume are written by leading voices in the field of game studies, including researchers from academia, the video gaming industry, and mental health practitioners paving the way in the field of “geek therapy.” This book will advance our understanding of the potential of video games to increase our psychological well-being by helping to mitigate depression, anxiety, and stress and foster persistence, self-care, and resilience.

Book Music and Game

Download or read book Music and Game written by Peter Moormann and published by Springer Science & Business Media. This book was released on 2012-08-11 with total page 224 pages. Available in PDF, EPUB and Kindle. Book excerpt: This anthology examines the various facets of video game music. Contributors from the fields of science and practice document its historical development, discuss the music’s composition techniques, interactivity and function as well as attending to its performative aspects.

Book Video Games and Well being

Download or read book Video Games and Well being written by Rachel Kowert and published by Palgrave Pivot. This book was released on 2021-01-02 with total page 166 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book examines how video game mechanics and narratives can teach players skills associated with increased psychological well-being. It integrates research from psychology, education, ludology, media studies, and communication science to demonstrate how game play can teach skills that have long been associated with increased happiness and prolonged life satisfaction, including flexible thinking, openness to experience, self-care, a growth mindset, solution-focused thinking, mindfulness, persistence, self-discovery and resilience. The chapters in this volume are written by leading voices in the field of game studies, including researchers from academia, the video gaming industry, and mental health practitioners paving the way in the field of “geek therapy.” This book will advance our understanding of the potential of video games to increase our psychological well-being by helping to mitigate depression, anxiety, and stress and foster persistence, self-care, and resilience.

Book Technology and Adolescent Mental Health

Download or read book Technology and Adolescent Mental Health written by Megan A. Moreno and published by Springer. This book was released on 2018-03-01 with total page 299 pages. Available in PDF, EPUB and Kindle. Book excerpt: This comprehensive book provides a framework for healthcare providers working with the dual challenges and opportunities presented by the intersection of mental health and technology. Technology and Adolescent Mental Health provides recent, evidence-based approaches that are applicable to clinical practice and adolescent care, with each chapter including a patient case illustrating key components of the chapter contents. Early chapters address the epidemiology of mental health, while the second section of the book deals with how both offline and online worlds affect mental health, presenting both positive and negative outcomes, and focusing on special populations of at-risk adolescents. The third section of the book focuses on technology uses for observation, diagnosis or screening for mental health conditions. The final section highlights promising future approaches to technology, and tools for improving intervention and treatment for mental health concerns and illnesses. This book will be a key resource for pediatricians, family physicians, internal medicine providers, adolescent medicine and psychiatry specialists, psychologists, social workers, as well as any other healthcare providers working with adolescents and mental health care.

Book Everything Bad is Good for You

Download or read book Everything Bad is Good for You written by Steven Johnson and published by Penguin. This book was released on 2006-05-02 with total page 274 pages. Available in PDF, EPUB and Kindle. Book excerpt: From the New York Times bestselling author of How We Got To Now and Farsighted Forget everything you’ve ever read about the age of dumbed-down, instant-gratification culture. In this provocative, unfailingly intelligent, thoroughly researched, and surprisingly convincing big idea book, Steven Johnson draws from fields as diverse as neuroscience, economics, and media theory to argue that the pop culture we soak in every day—from Lord of the Rings to Grand Theft Auto to The Simpsons—has been growing more sophisticated with each passing year, and, far from rotting our brains, is actually posing new cognitive challenges that are actually making our minds measurably sharper. After reading Everything Bad is Good for You, you will never regard the glow of the video game or television screen the same way again. With a new afterword by the author.

Book Violent Video Game Effects on Children and Adolescents

Download or read book Violent Video Game Effects on Children and Adolescents written by Craig A. Anderson and published by Oxford University Press. This book was released on 2007-01-11 with total page 200 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book The Oxford Handbook of Digital Technologies and Mental Health

Download or read book The Oxford Handbook of Digital Technologies and Mental Health written by Marc N. Potenza and published by Oxford University Press, USA. This book was released on 2020 with total page 517 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book provides an academically oriented and scientifically based description of how technological advances may have contributed to a wide range of mental health outcomes, covering the spectrum from problems and maladies to improved and expanded healthcare services"--

Book The Video Game Debate 2

Download or read book The Video Game Debate 2 written by Rachel Kowert and published by Routledge. This book was released on 2020-11-29 with total page 160 pages. Available in PDF, EPUB and Kindle. Book excerpt: This student-friendly book provides an accessible overview of the primary debates about the effects of video games. It expands on the original The Video Game Debate to address the new technologies that have emerged within the field of game studies over the last few years. Debates about the negative effects of video game play have been evident since their introduction in the 1970s, but the advent of online and mobile gaming has revived these concerns, reinvigorating old debates and generating brand new ones. The Video Game Debate 2 draws from the latest research findings from the top scholars of digital games research to address these concerns. The book explores key developments such as virtual and augmented reality, the use of micro-transactions, the integration of loot boxes, and the growth of mobile gaming and games for change (serious games). Furthermore, several new chapters explore contemporary debates around e-sports, gamification, sex and gender discrimination in games, and the use of games in therapy. This book offers students and scholars of games studies and digital media, as well as policymakers, the essential information they need to participate in the debate.

Book Working with Video Gamers and Games in Therapy

Download or read book Working with Video Gamers and Games in Therapy written by Anthony M. Bean and published by Routledge. This book was released on 2018-06-18 with total page 170 pages. Available in PDF, EPUB and Kindle. Book excerpt: Working with Video Gamers and Games in Therapy moves beyond stereotypes about video game addiction and violence to consider the role that games play in psychological experiences and mental health. Chapters examine the factors that compel individual gamers to select and identify with particular games and characters, as well as the different play styles, genres, and archetypes common in video games. For clinicians looking to understand their clients’ relationships with video games or to use games as a therapeutic resource in their own practice, this is a thoughtful, comprehensive, and timely resource.

Book Grand Theft Childhood

Download or read book Grand Theft Childhood written by Lawrence Kutner and published by Simon and Schuster. This book was released on 2008-04-15 with total page 275 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Working with Video Gamers and Games in Therapy

Download or read book Working with Video Gamers and Games in Therapy written by Anthony M. Bean and published by . This book was released on 2018-06-13 with total page 198 pages. Available in PDF, EPUB and Kindle. Book excerpt: What are video games? -- Video game genres -- Video games, relationships, and online interpersonal communication -- Society and video games -- Archetypes -- Video game archetypes -- The importance of play and imagination -- Understanding video gaming as immersive -- Working therapeutically with video gamers -- For the families : guiding ideas and resources for therapists and families

Book The Gaming Mind

    Book Details:
  • Author : Alexander Kriss
  • Publisher : The Experiment + ORM
  • Release : 2020-03-31
  • ISBN : 161519682X
  • Pages : 259 pages

Download or read book The Gaming Mind written by Alexander Kriss and published by The Experiment + ORM. This book was released on 2020-03-31 with total page 259 pages. Available in PDF, EPUB and Kindle. Book excerpt: Are videogames bad for us? It’s the question on everyone’s mind, given teenagers’ captive attention to videogames and the media’s tendency to scapegoat them. It’s also—if you ask clinical psychologist Alexander Kriss—the wrong question. In his therapy office, Kriss looks at videogames as a window into the mind. Is his patient Liz really “addicted” to Candy Crush—or is she evading a deeper problem? Why would aspiring model Patricia craft a hideous avatar named “Pat”? And when Jack immerses himself in Mass Effect, is he eroding his social skills—or honing them via relationship-building gameplay? Weaving together Kriss’s personal history, patients’ experiences, and professional insight—and without shying away from complex subjects, such as online harassment—The Gaming Mind disrupts our assumptions about “gamers” and explores how gaming can be good for us. It offers guidance for parents, clinicians, and the rest of us to better understand the gaming mind. Like any mode of play, at their best, videogames reveal who we are—and what we want from our lives.

Book Mental Health   Atmospheres   Video Games

Download or read book Mental Health Atmospheres Video Games written by Jimena Aguilar Rodríguez and published by transcript Verlag. This book was released on 2022-10-31 with total page 263 pages. Available in PDF, EPUB and Kindle. Book excerpt: Gaming has never been disconnected from reality. When we engage with ever more lavish virtual worlds, something happens to us. The game imposes itself on us and influences how we feel about it, the world, and ourselves. How do games accomplish this and to what end? The contributors explore the video game as an atmospheric medium of hitherto unimagined potential. Is the medium too powerful, too influential? A danger to our mental health or an ally through even the darkest of times? This volume compiles papers from the Young Academics Workshop at the Clash of Realities conferences of 2019 and 2020 to provide answers to these questions.

Book Getting Gamers

    Book Details:
  • Author : Jamie Madigan
  • Publisher : Rowman & Littlefield Publishers
  • Release : 2019-01-15
  • ISBN : 9781538121337
  • Pages : 0 pages

Download or read book Getting Gamers written by Jamie Madigan and published by Rowman & Littlefield Publishers. This book was released on 2019-01-15 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: A psychologist and life-long fan of video games helps you understand what psychology has to say about why video games and mobile game apps are designed the way they are, why players behave as they do, and the psychological tricks used to market and sell them.

Book Video Game Influences on Aggression  Cognition  and Attention

Download or read book Video Game Influences on Aggression Cognition and Attention written by Christopher J. Ferguson and published by Springer. This book was released on 2018-08-21 with total page 205 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book A Parent s Guide to Video Games

    Book Details:
  • Author : Rachel Kowert
  • Publisher : Createspace Independent Publishing Platform
  • Release : 2016-11-30
  • ISBN : 9781537359830
  • Pages : 102 pages

Download or read book A Parent s Guide to Video Games written by Rachel Kowert and published by Createspace Independent Publishing Platform. This book was released on 2016-11-30 with total page 102 pages. Available in PDF, EPUB and Kindle. Book excerpt: Over the last forty years, video games have transformed from a niche market to a multibillion-dollar industry. No longer limited to arcade parlors, video games are everywhere and are accessible at any time. Along with the popularization of video games has come a growing concern about their ability to transform those who play them into antisocial killing machines who are desensitized to violence, have no friends, and will forever live in their parents' basements. But are these fears based in reality? Over the last twenty years, psychologists, sociologists, and media scholars have been working hard to answer these questions. Until now, their findings have largely remained insulated within scientific circles and inaccessible to the general public. A Parent's Guide to Video Games breaks the long-standing barriers between science and society by providing the first comprehensive guide to the science behind the headlines. Drawing from the most recent research in the field of game studies, A Parent's Guide to Video Games was developed specifically to help parents better understand if, how, and why video game play can impact a child's physical, social, and psychological well-being. This includes addressing questions such as these: Will playing violent video games make my child more aggressive and more likely to commit violent crime? Is video game addiction real? If so, how do I know if my child is addicted to video games? Will video game play worsen the symptoms of attention deficit disorder (ADD)? Answers to these questions and many more are discussed inside. Armed with accurate and up-to-date scientific information, parents will begin to understand the science behind the headlines and be able to make more informed decisions for themselves and their families.