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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 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 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 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.

Book The Oxford Handbook of Cyberpsychology

Download or read book The Oxford Handbook of Cyberpsychology written by Alison Attrill-Smith and published by . This book was released on 2019 with total page 779 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

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 Learning by Playing

    Book Details:
  • Author : Fran Blumberg
  • Publisher : Oxford University Press, USA
  • Release : 2014
  • ISBN : 019989664X
  • Pages : 386 pages

Download or read book Learning by Playing written by Fran Blumberg and published by Oxford University Press, USA. This book was released on 2014 with total page 386 pages. Available in PDF, EPUB and Kindle. Book excerpt: There is a growing recognition in the learning sciences that video games can no longer be seen as impediments to education, but rather, they can be developed to enhance learning. Educational and developmental psychologists, education researchers, media psychologists, and cognitive psychologists are now joining game designers and developers in seeking out new ways to use video game play in the classroom. In Learning by Playing, a diverse group of contributors provide perspectives on the most current thinking concerning the ramifications of leisure video game play for academic classroom learning. The first section of the text provides foundational understanding of the cognitive skills and content knowledge that children and adolescents acquire and refine during video game play. The second section explores game features that captivate and promote skills development among game players. The subsequent sections discuss children and adolescents' learning in the context of different types of games and the factors that contribute to transfer of learning from video game play to the classroom. These chapters then form the basis for the concluding section of the text: a specification of the most appropriate research agenda to investigate the academic potential of video game play, particularly using those games that child and adolescent players find most compelling. Contributors include researchers in education, learning sciences, and cognitive and developmental psychology, as well as instructional design researchers.

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 Video Games are Good for You

Download or read book Video Games are Good for You written by Daniel Mauleón and published by . This book was released on 2020 with total page 33 pages. Available in PDF, EPUB and Kindle. Book excerpt: In the past video games have gotten a bad rep for having a negative effect on players. But many studies have proven the opposite From improved hand-eye coordination and better eyesight to increased socializing and fitness, discover the many ways video games are good for you.

Book Lost in a Good Game

Download or read book Lost in a Good Game written by Pete Etchells and published by Icon Books. This book was released on 2019-04-04 with total page 332 pages. Available in PDF, EPUB and Kindle. Book excerpt: 'Etchells writes eloquently ... A heartfelt defence of a demonised pastime' The Times 'Once in an age, a piece of culture comes along that feels like it was specifically created for you, the beats and words and ideas are there because it is your life the creator is describing. Lost In A Good Game is exactly that. It will touch your heart and mind. And even if Bowser, Chun-li or Q-Bert weren't crucial parts of your youth, this is a flawless victory for everyone' Adam Rutherford When Pete Etchells was 14, his father died from motor neurone disease. In order to cope, he immersed himself in a virtual world - first as an escape, but later to try to understand what had happened. Etchells is now a researcher into the psychological effects of video games, and was co-author on a recent paper explaining why WHO plans to classify 'game addiction' as a danger to public health are based on bad science and (he thinks) are a bad idea. In this, his first book, he journeys through the history and development of video games - from Turing's chess machine to mass multiplayer online games like World of Warcraft- via scientific study, to investigate the highs and lows of playing and get to the bottom of our relationship with games - why we do it, and what they really mean to us. At the same time, Lost in a Good Game is a very unusual memoir of a writer coming to terms with his grief via virtual worlds, as he tries to work out what area of popular culture we should classify games (a relatively new technology) under.

Book The PlayStation Dreamworld

Download or read book The PlayStation Dreamworld written by Alfie Bown and published by John Wiley & Sons. This book was released on 2017-10-16 with total page 140 pages. Available in PDF, EPUB and Kindle. Book excerpt: From mobile phones to consoles, tablets and PCs, we are now a generation of gamers. The PlayStation Dreamworld is – to borrow a phrase from Slavoj Zizek – the pervert's guide to videogames. It argues that we can only understand the world of videogames via Lacanian dream analysis. It also argues that the Left needs to work inside this dreamspace – a powerful arena for constructing our desires – or else the dreamworld will fall entirely into the hands of dominant and reactionary forces. While cyberspace is increasingly dominated by corporate organization, gaming, at its most subversive, can nevertheless produce radical forms of enjoyment which threaten the capitalist norms that are created and endlessly repeated in our daily relationships with mobile phones, videogames, computers and other forms of technological entertainment. Far from being a book solely for dedicated gamers, this book dissects the structure of our relationships to all technological entertainment at a time when entertainment has become ubiquitous. We can no longer escape our fantasies but rather live inside their digital reality.

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 Mass Media Effects Research

Download or read book Mass Media Effects Research written by Raymond W. Preiss and published by Psychology Press. This book was released on 2007 with total page 538 pages. Available in PDF, EPUB and Kindle. Book excerpt: Publisher description

Book Extra Lives

    Book Details:
  • Author : Tom Bissell
  • Publisher : Vintage
  • Release : 2011-06-14
  • ISBN : 0307474313
  • Pages : 258 pages

Download or read book Extra Lives written by Tom Bissell and published by Vintage. This book was released on 2011-06-14 with total page 258 pages. Available in PDF, EPUB and Kindle. Book excerpt: In Extra Lives, acclaimed writer and life-long video game enthusiast Tom Bissell takes the reader on an insightful and entertaining tour of the art and meaning of video games. In just a few decades, video games have grown increasingly complex and sophisticated, and the companies that produce them are now among the most profitable in the entertainment industry. Yet few outside this world have thought deeply about how these games work, why they are so appealing, and what they are capable of artistically. Blending memoir, criticism, and first-rate reportage, Extra Lives is a milestone work about what might be the dominant popular art form of our time.

Book Multifaceted Approach to Digital Addiction and Its Treatment

Download or read book Multifaceted Approach to Digital Addiction and Its Treatment written by Bozoglan, Bahadir and published by IGI Global. This book was released on 2019-06-14 with total page 419 pages. Available in PDF, EPUB and Kindle. Book excerpt: With the internet, smartphones, and video games easily available to increasing portions of society, researchers are becoming concerned with the potential side effects and consequences of their prevalence in people’s daily lives. Many individuals are losing control of their internet use, using it and other devices excessively to the point that they negatively affect their wellbeing as these individuals withdraw from social life and use their devices to escape from the pressure of the real world. As such, it is imperative to seek new methods and strategies for identifying and treating individuals with digital addictions. Multifaceted Approach to Digital Addiction and Its Treatment is an essential research publication that explores the definition and different types of digital addiction, including internet addiction, smartphone addiction, and online gaming addition, and examines overall treatment approaches while covering sample cases by practitioners working with digital addiction. This book highlights topics such as neuroscience, pharmacology, and psychodynamics. It is ideal for psychologists, therapists, psychiatrists, counselors, health professionals, students, educators, researchers, and practitioners.

Book The Toxic Meritocracy of Video Games

Download or read book The Toxic Meritocracy of Video Games written by Christopher A. Paul and published by . This book was released on 2018 with total page 245 pages. Available in PDF, EPUB and Kindle. Book excerpt: An avid gamer and sharp media critic explains meritocracy's negative contribution to video game culture--and what can be done about it Video games have brought entertainment, education, and innovation to millions, but gaming also has its dark sides. From the deep-bred misogyny epitomized by GamerGate to the endemic malice of abusive player communities, gamer culture has had serious real-world repercussions, ranging from death threats to sexist industry practices and racist condemnations. In The Toxic Meritocracy of Video Games, new media critic and longtime gamer Christopher A. Paul explains how video games' focus on meritocracy empowers this negative culture. Paul first shows why meritocracy is integral to video-game design, narratives, and values. Games typically valorize skill and technique, and common video-game practices (such as leveling) build meritocratic thinking into the most basic premises. Video games are often assumed to have an even playing field, but they facilitate skill transfer from game to game, allowing certain players a built-in advantage. The Toxic Meritocracy of Video Games identifies deep-seated challenges in the culture of video games--but all is not lost. As Paul argues, similarly meritocratic institutions like professional sports and higher education have found powerful remedies to alleviate their own toxic cultures, including active recruiting and strategies that promote values such as contingency, luck, and serendipity. These can be brought to the gamer universe, Paul contends, ultimately fostering a more diverse, accepting, and self-reflective culture that is not only good for gamers but good for video games as well.

Book Are Video Games Harmful

Download or read book Are Video Games Harmful written by Hal Marcovitz and published by . This book was released on 2011 with total page 96 pages. Available in PDF, EPUB and Kindle. Book excerpt: Series provides a clear, insightful discussion of the issues, integrating facts and a variety of contrasting opinions for a solid, balanced perspective. Narratives include personal accounts and direct quotes from academic and professional experts, advocacy groups, politicians, and others. This handbook focuses on video games.