Video Gamers

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Video Gamers

Author : Garry Crawford
Publisher : Routledge
Page : 211 pages
File Size : 40,8 Mb
Release : 2011-08-04
Category : Social Science
ISBN : 9781135178864

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Video Gamers by Garry Crawford Pdf

Video gaming is economically, educationally, culturally, socially and theoretically important, and has, in a relatively short period of time, firmly cemented its place within contemporary life. It is fair to say, however, that the majority of research to date has focused most specifically on either the video games themselves, or the direct engagement of gamers with a specific piece of game technology. In contrast, Video Gamers is the first book to explicitly and comprehensively address how digital games are engaged with and experienced in the everyday lives, social networks and consumer patterns of those who play them. In doing so, the book provides a key introduction to the study of gamers and the games they play, whilst also reflecting on the current debates and literatures surrounding gaming practices.

The Psychology of Video Games

Author : Celia Hodent
Publisher : Routledge
Page : 105 pages
File Size : 49,5 Mb
Release : 2020-10-07
Category : Psychology
ISBN : 9781000194760

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The Psychology of Video Games by Celia Hodent Pdf

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.

Getting Gamers

Author : Jamie Madigan
Publisher : Rowman & Littlefield Publishers
Page : 0 pages
File Size : 42,7 Mb
Release : 2019-01-15
Category : Video games
ISBN : 1538121336

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Getting Gamers by Jamie Madigan Pdf

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.

Video Games as Culture

Author : Daniel Muriel,Garry Crawford
Publisher : Routledge
Page : 194 pages
File Size : 47,9 Mb
Release : 2018-03-14
Category : Social Science
ISBN : 9781317223924

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Video Games as Culture by Daniel Muriel,Garry Crawford Pdf

Video games are becoming culturally dominant. But what does their popularity say about our contemporary society? This book explores video game culture, but in doing so, utilizes video games as a lens through which to understand contemporary social life. Video games are becoming an increasingly central part of our cultural lives, impacting on various aspects of everyday life such as our consumption, communities, and identity formation. Drawing on new and original empirical data – including interviews with gamers, as well as key representatives from the video game industry, media, education, and cultural sector – Video Games as Culture not only considers contemporary video game culture, but also explores how video games provide important insights into the modern nature of digital and participatory culture, patterns of consumption and identity formation, late modernity, and contemporary political rationalities. This book will appeal to undergraduate and postgraduate students, as well as postdoctoral researchers, interested in fields such Video Games, Sociology, and Media and Cultural Studies. It will also be useful for those interested in the wider role of culture, technology, and consumption in the transformation of society, identities, and communities.

Cultural Perspectives of Video Games: From Desiger to Player

Author : Anonim
Publisher : BRILL
Page : 207 pages
File Size : 40,9 Mb
Release : 2020-09-25
Category : Social Science
ISBN : 9781848881617

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Cultural Perspectives of Video Games: From Desiger to Player by Anonim Pdf

Understanding that video games are a fundamentally human creation, in this volume international scholars, designers, developers, and most importantly gamers, share with us their common connection though video game culture.

Methods for Studying Video Games and Religion

Author : Vít Šisler,Kerstin Radde-Antweiler,Xenia Zeiler
Publisher : Routledge
Page : 222 pages
File Size : 45,8 Mb
Release : 2017-11-28
Category : Religion
ISBN : 9781315518329

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Methods for Studying Video Games and Religion by Vít Šisler,Kerstin Radde-Antweiler,Xenia Zeiler Pdf

Game studies has been an understudied area within the emerging field of digital media and religion. Video games can reflect, reject, or reconfigure traditionally held religious ideas and often serve as sources for the production of religious practices and ideas. This collection of essays presents a broad range of influential methodological approaches that illuminate how and why video games shape the construction of religious beliefs and practices, and also situates such research within the wider discourse on how digital media intersect with the religious worlds of the 21st century. Each chapter discusses a particular method and its theoretical background, summarizes existing research, and provides a practical case study that demonstrates how the method specifically contributes to the wider study of video games and religion. Featuring contributions from leading and emerging scholars of religion and digital gaming, this book will be an invaluable resource for scholars in the areas of digital culture, new media, religious studies, and game studies across a wide range of disciplines.

Encyclopedia of Video Games [2 volumes]

Author : Mark J. P. Wolf
Publisher : Bloomsbury Publishing USA
Page : 991 pages
File Size : 54,5 Mb
Release : 2012-08-16
Category : Social Science
ISBN : 9798216161813

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Encyclopedia of Video Games [2 volumes] by Mark J. P. Wolf Pdf

This encyclopedia collects and organizes theoretical and historical content on the topic of video games, covering the people, systems, technologies, and theoretical concepts as well as the games themselves. This two-volume encyclopedia addresses the key people, companies, regions, games, systems, institutions, technologies, and theoretical concepts in the world of video games, serving as a unique resource for students. The work comprises over 300 entries from 97 contributors, including Ralph Baer and Nolan Bushnell, founders of the video game industry and some of its earliest games and systems. Contributing authors also include founders of institutions, academics with doctoral degrees in relevant fields, and experts in the field of video games. Organized alphabetically by topic and cross-referenced across subject areas, Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming will serve the needs of students and other researchers as well as provide fascinating information for game enthusiasts and general readers.

Harmful Content on the Internet and in Video Games

Author : Great Britain. Parliament. House of Commons. Culture, Media and Sport Committee
Publisher : The Stationery Office
Page : 84 pages
File Size : 47,7 Mb
Release : 2008
Category : Social Science
ISBN : 0215523385

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Harmful Content on the Internet and in Video Games by Great Britain. Parliament. House of Commons. Culture, Media and Sport Committee Pdf

The Internet has become an indispensable tool for communications, research and commerce. But this report addresses the growing public concern at the Internet's dark side: the easy availability of hardcore pornography, which people may find offensive, the uploading by ordinary people of film of real fights, bullying or alleged rape, or the setting up of websites encouraging others to follow extreme diets, or self-harm, or even commit suicide. In particular, there is increasing anxiety among parents about the use of social networking sites and chatrooms for grooming and sexual predation. The Committee welcomes the Government-commissioned report by Dr Tanya Byron on the risks posed by the Internet to children, and agrees that a UK Council for Child Internet Safety should be established. Sites which host user-generated content-typically photos and videos uploaded by members of the public-have taken some steps to set minimum standards for that content. The Committee recommends that proactive review of content should be standard practice for such sites, and calls for provision of high profile facilities for reporting abuse or unwelcome behaviour directly to law enforcement and support organisations. There is a distinct issue about labelling of video games to indicate the nature of their content. Two systems currently exist side by side: the industry awards its own ratings, and the British Board of Film Classification awards classifications to a small number of games which feature content unsuitable for children. The dual system is confusing, and BBFC should have responsibility for rating games with content appropriate for adults or teenagers.

Games and Learning Alliance

Author : Antonios Liapis,Georgios N. Yannakakis,Manuel Gentile,Manuel Ninaus
Publisher : Springer Nature
Page : 613 pages
File Size : 42,5 Mb
Release : 2019-11-20
Category : Computers
ISBN : 9783030343507

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Games and Learning Alliance by Antonios Liapis,Georgios N. Yannakakis,Manuel Gentile,Manuel Ninaus Pdf

This book constitutes the refereed proceedings of the 8th International Conference on Games and Learning Alliance, GALA 2019, held in Athens, Greece, in November 2019. The 38 regular papers presented together with 19 poster papers were carefully reviewed and selected from 76 submissions. The papers cover the following topics: serious game design and pedagogical foundations; AI and technology for SG; gamification; applications and case studies; and posters. The chapter "Cyber Chronix, Participatory Research Approach to Develop and Evaluate a Storytelling Game on Personal Data Protection Rights and Privacy Risks" is available open access under a CC BY 4.0 license at link.springer.com.

Know Thy Gamer

Author : Drew Dixon
Publisher : B&H Publishing Group
Page : 97 pages
File Size : 55,8 Mb
Release : 2022-09-06
Category : Religion
ISBN : 9781087755236

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Know Thy Gamer by Drew Dixon Pdf

Between social media platforms, the videos kids watch online, or the television shows they can now stream from anywhere at any time, keeping up with what our kids are doing has become more difficult than ever. Still, there has not been an influence quite like the video gaming world. For a time, video games were as simple as a blue hedgehog running from one side of the screen to the other. Now, video games create grand adventures of secret societies, alien races that have come to destroy entire galaxies, or dark forces that have arrived to destroy ancient kingdoms. Video games can display wondrous environments but can also house blood and gore. They can create adventures that get kids through rainy days but can also trap them in their rooms for untold amounts of time. This leaves many parents with one of two choices. They can either ignore the problems, or they can simply not allow their children to play games at all. Drew Dixon, co-founder of Love Thy Nerd, a ministry that exists to be the love of Jesus to nerds and nerd culture, offers a better way. Let’s face it: the digital age has changed the way we parent. So, instead of ignoring what your children are playing or removing the games altogether, Know Thy Gamer offers an opportunity for parents to understand their children and the kinds of games they are playing. By discussing some of the most important movements in the gaming world, Drew guides parents to understanding and loving their gamers through a Christian lens.

Progress in Computer Gaming and Esports: Neurocognitive and Motor Perspectives

Author : Mark J. Campbell,David Putrino,Cornelia Frank,Adam Joseph Toth
Publisher : Frontiers Media SA
Page : 117 pages
File Size : 54,7 Mb
Release : 2021-06-16
Category : Science
ISBN : 9782889668816

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Progress in Computer Gaming and Esports: Neurocognitive and Motor Perspectives by Mark J. Campbell,David Putrino,Cornelia Frank,Adam Joseph Toth Pdf

Research Anthology on Game Design, Development, Usage, and Social Impact

Author : Management Association, Information Resources
Publisher : IGI Global
Page : 2034 pages
File Size : 49,7 Mb
Release : 2022-10-07
Category : Computers
ISBN : 9781668475904

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Research Anthology on Game Design, Development, Usage, and Social Impact by Management Association, Information Resources Pdf

Videogames have risen in popularity in recent decades and continue to entertain many all over the world. As game design and development becomes more accessible to those outside of the industry, their uses and impacts are further expanded. Games have been developed for medical, educational, business, and many more applications. While games have many beneficial applications, many challenges exist in current development processes as well as some of their impacts on society. It is essential to investigate the current trends in the design and development of games as well as the opportunities and challenges presented in their usage and social impact. The Research Anthology on Game Design, Development, Usage, and Social Impact discusses the emerging developments, opportunities, and challenges that are found within the design, development, usage, and impact of gaming. It presents a comprehensive collection of the recent research, theories, case studies, and more within the area. Covering topics such as academic game creation, gaming experience, and violence in gaming, this major reference work is a dynamic resource for game developers, instructional designers, educators and administrators of both K-12 and higher education, students of higher education, librarians, government officials, business leaders and executives, researchers, and academicians.

|TJEMAST 10(14) 2019

Author : Boonsap Witchayangkoon
Publisher : International Transaction Journal of Engineering, Management, & Applied Sciences & Technologies
Page : 128 pages
File Size : 52,7 Mb
Release : 2024-06-15
Category : Technology & Engineering
ISBN : 8210379456XXX

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|TJEMAST 10(14) 2019 by Boonsap Witchayangkoon Pdf

International Transaction Journal of Engineering, Management, & Applied Sciences & Technologies publishes a wide spectrum of research and technical articles as well as reviews, experiments, experiences, modelings, simulations, designs, and innovations from engineering, sciences, life sciences, and related disciplines as well as interdisciplinary/cross-disciplinary/multidisciplinary subjects. Original work is required. Article submitted must not be under consideration of other publishers for publications.

Board Games as Media

Author : Paul Booth
Publisher : Bloomsbury Publishing USA
Page : 297 pages
File Size : 49,6 Mb
Release : 2021-01-14
Category : Games & Activities
ISBN : 9781501357183

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Board Games as Media by Paul Booth Pdf

Leading expert Paul Booth explores the growth in popularity of board games today, and unpacks what it means to read a board game. What does a game communicate? How do games play us? And how do we decide which games to play and which are just wastes of cardboard? With little scholarly research in this still-emerging field, Board Games as Media underscores the importance of board games in the ever-evolving world of media.

Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives

Author : Valentine, Keri Duncan,Jensen, Lucas John
Publisher : IGI Global
Page : 456 pages
File Size : 49,8 Mb
Release : 2016-06-20
Category : Computers
ISBN : 9781522502623

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Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives by Valentine, Keri Duncan,Jensen, Lucas John Pdf

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.