Video Games And The Mind

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Video Games and the Mind

Author : Bernard Perron,Felix Schröter
Publisher : McFarland
Page : 225 pages
File Size : 49,6 Mb
Release : 2016-06-30
Category : Games & Activities
ISBN : 9780786499090

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Video Games and the Mind by Bernard Perron,Felix Schröter Pdf

Can a video game make you cry? Why do you relate to the characters and how do you engage with the storyworlds they inhabit? How is your body engaged in play? How are your actions guided by sociocultural norms and experiences? Questions like these address a core aspect of digital gaming--the video game experience itself--and are of interest to many game scholars and designers. With psychological theories of cognition, affect and emotion as reference points, this collection of new essays offers various perspectives on how players think and feel about video games and how game design and analysis can build on these processes.

The Psychology of Video Games

Author : Celia Hodent
Publisher : Routledge
Page : 105 pages
File Size : 54,6 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.

The Gaming Mind

Author : Alexander Kriss
Publisher : The Experiment + ORM
Page : 259 pages
File Size : 43,8 Mb
Release : 2020-03-31
Category : Games & Activities
ISBN : 9781615196821

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The Gaming Mind by Alexander Kriss Pdf

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.

The Gamer's Brain

Author : Celia Hodent
Publisher : CRC Press
Page : 387 pages
File Size : 45,9 Mb
Release : 2017-08-10
Category : Computers
ISBN : 9781351650762

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The Gamer's Brain by Celia Hodent Pdf

Making a successful video game is hard. Even games that are successful at launch may fail to engage and retain players in the long term due to issues with the user experience (UX) that they are delivering. The game user experience accounts for the whole experience players have with a video game, from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the experience they want to deliver, shipping higher quality games (whether it is an indie game, AAA game, or "serious game"), and meeting their business goals while staying true to their design and artistic intent. In a nutshell, UX is about understanding the gamer’s brain: understanding human capabilities and limitations to anticipate how a game will be perceived, the emotions it will elicit, how players will interact with it, and how engaging the experience will be. This book is designed to equip readers of all levels, from student to professional, with neuroscience knowledge and user experience guidelines and methodologies. These insights will help readers identify the ingredients for successful and engaging video games, empowering them to develop their own unique game recipe more efficiently, while providing a better experience for their audience. Key Features Provides an overview of how the brain learns and processes information by distilling research findings from cognitive science and psychology research in a very accessible way. Topics covered include: "neuromyths", perception, memory, attention, motivation, emotion, and learning. Includes numerous examples from released games of how scientific knowledge translates into game design, and how to use a UX framework in game development. Describes how UX can guide developers to improve the usability and the level of engagement a game provides to its target audience by using cognitive psychology knowledge, implementing human-computer interaction principles, and applying the scientific method (user research). Provides a practical definition of UX specifically applied to games, with a unique framework. Defines the most relevant pillars for good usability (ease of use) and good "engage-ability" (the ability of the game to be fun and engaging), translated into a practical checklist. Covers design thinking, game user research, game analytics, and UX strategy at both a project and studio level. Offers unique insights from a UX expert and PhD in psychology who has been working in the entertainment industry for over 10 years. This book is a practical tool that any professional game developer or student can use right away and includes the most complete overview of UX in games existing today.

A Mind Forever Voyaging

Author : Dylan Holmes
Publisher : Dylan Holmes
Page : 248 pages
File Size : 46,7 Mb
Release : 2012
Category : Games & Activities
ISBN : 9781480005754

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A Mind Forever Voyaging by Dylan Holmes Pdf

...Traces the evolution of interactive video games by examining 13 landmark titles that challenged convention and captured players' imaginations worldwide...the focus on those that tell stories...-cover.

Mind and Media

Author : Patricia M. Greenfield
Publisher : Psychology Press
Page : 170 pages
File Size : 43,7 Mb
Release : 2014-11-20
Category : Psychology
ISBN : 9781317564553

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Mind and Media by Patricia M. Greenfield Pdf

Patricia M. Greenfield was one of the first psychologists to present new research on how various media can be used to promote social growth and thinking skills. In this now classic, she argues that each medium can make a contribution to development, that each has strengths and weaknesses, and that the ideal childhood environment includes a multimedia approach to learning. In the Introduction to the Classic Edition, Greenfield shows how the original edition set themes that have extended into contemporary research on media and child development, and includes an explanation of how the new media landscape has changed her own research and thinking.

Mind At Play

Author : Geoffrey R. Loftus,Elizabeth F. Loftus
Publisher : Unknown
Page : 210 pages
File Size : 44,6 Mb
Release : 1983-12-13
Category : Video games
ISBN : UOM:39015006277324

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Mind At Play by Geoffrey R. Loftus,Elizabeth F. Loftus Pdf

Analyzes the fascination of computer games, discussing reinforcement, the arcade subculture, etc.

Video Games and Well-being

Author : Rachel Kowert
Publisher : Springer Nature
Page : 176 pages
File Size : 52,8 Mb
Release : 2019-12-02
Category : Psychology
ISBN : 9783030327705

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Video Games and Well-being by Rachel Kowert Pdf

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.

Video Games and the Mind

Author : Bernard Perron,Felix Schröter
Publisher : McFarland
Page : 224 pages
File Size : 52,9 Mb
Release : 2016-07-19
Category : Games & Activities
ISBN : 9781476626277

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Video Games and the Mind by Bernard Perron,Felix Schröter Pdf

Can a video game make you cry? Why do you relate to the characters and how do you engage with the storyworlds they inhabit? How is your body engaged in play? How are your actions guided by sociocultural norms and experiences? Questions like these address a core aspect of digital gaming—the video game experience itself—and are of interest to many game scholars and designers. With psychological theories of cognition, affect and emotion as reference points, this collection of new essays offers various perspectives on how players think and feel about video games and how game design and analysis can build on these processes.

Awesome Minds: Video Game Creators

Author : Alejandro Arbona
Publisher : duopress
Page : 177 pages
File Size : 46,5 Mb
Release : 2018-10-02
Category : Juvenile Nonfiction
ISBN : 9781947458222

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Awesome Minds: Video Game Creators by Alejandro Arbona Pdf

Did you know that Nintendo started in the mid-19th century as a playing card company and that the Japanese giant also sold rice and operated taxi cabs? And did you know that the very first video game was called Tennis for Two and was created by a US government scientist named William Higinbotham? Today, video games play a gigantic role in our culture and none of this would have been possible without people like Shigeru Miyamoto, the creative mastermind that turned a failed business venture into the game that eventually inspired him to build Donkey Kong and Mario Bros., or Donna Bailey, who created the arcade video game sensation Centipede. With full-color illustrations and lively text, and chock-full of interesting facts, Awesome Minds: Video Game Creators tells the stories of these amazing men and women who turned a small hobby into a multimillion-dollar industry that changed the way we play and interact, from our living rooms to the arcades, on our computers to our handheld devices. Awesome Minds: Video Game Creators is the perfect read for those with creative spirits, curious minds, and a love of technology and video games.

Brain Facts

Author : Anonim
Publisher : Unknown
Page : 64 pages
File Size : 51,7 Mb
Release : 2002
Category : Medical
ISBN : 0916110001

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Brain Facts by Anonim Pdf

Power Play

Author : Asi Burak,Laura Parker
Publisher : Macmillan + ORM
Page : 237 pages
File Size : 46,9 Mb
Release : 2017-01-31
Category : Education
ISBN : 9781250089342

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Power Play by Asi Burak,Laura Parker Pdf

The phenomenal growth of gaming has inspired plenty of hand-wringing since its inception--from the press, politicians, parents, and everyone else concerned with its effect on our brains, bodies, and hearts. But what if games could be good, not only for individuals but for the world? In Power Play, Asi Burak and Laura Parker explore how video games are now pioneering innovative social change around the world. As the former executive director and now chairman of Games for Change, Asi Burak has spent the last ten years supporting and promoting the use of video games for social good, in collaboration with leading organizations like the White House, NASA, World Bank, and The United Nations. The games for change movement has introduced millions of players to meaningful experiences around everything from the Israeli-Palestinian conflict to the US Constitution. Power Play looks to the future of games as a global movement. Asi Burak and Laura Parker profile the luminaries behind some of the movement's most iconic games, including former Supreme Court judge Sandra Day O’Connor and Pulitzer-Prize winning authors Nicholas Kristof and Sheryl WuDunn. They also explore the promise of virtual reality to address social and political issues with unprecedented immersion, and see what the next generation of game makers have in store for the future.

Mind and Media

Author : Patricia M. Greenfield
Publisher : Psychology Press
Page : 140 pages
File Size : 46,6 Mb
Release : 2014-11-20
Category : Psychology
ISBN : 9781317564560

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Mind and Media by Patricia M. Greenfield Pdf

Patricia M. Greenfield was one of the first psychologists to present new research on how various media can be used to promote social growth and thinking skills. In this now classic, she argues that each medium can make a contribution to development, that each has strengths and weaknesses, and that the ideal childhood environment includes a multimedia approach to learning. In the Introduction to the Classic Edition, Greenfield shows how the original edition set themes that have extended into contemporary research on media and child development, and includes an explanation of how the new media landscape has changed her own research and thinking.

Out of Touch

Author : Michelle Drouin
Publisher : MIT Press
Page : 285 pages
File Size : 43,6 Mb
Release : 2023-06-06
Category : Psychology
ISBN : 9780262545990

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Out of Touch by Michelle Drouin Pdf

A behavioral scientist explores love, belongingness, and fulfillment, focusing on how modern technology can both help and hinder our need to connect. A Next Big Idea Club nominee. Millions of people around the world are not getting the physical, emotional, and intellectual intimacy they crave. Through the wonders of modern technology, we are connecting with more people more often than ever before, but are these connections what we long for? Pandemic isolation has made us even more alone. In Out of Touch, Professor of Psychology Michelle Drouin investigates what she calls our intimacy famine, exploring love, belongingness, and fulfillment and considering why relationships carried out on technological platforms may leave us starving for physical connection. Drouin puts it this way: when most of our interactions are through social media, we are taking tiny hits of dopamine rather than the huge shots of oxytocin that an intimate in-person relationship would provide. Drouin explains that intimacy is not just sex—although of course sex is an important part of intimacy. But how important? Drouin reports on surveys that millennials (perhaps distracted by constant Tinder-swiping) have less sex than previous generations. She discusses pandemic puppies, professional cuddlers, the importance of touch, “desire discrepancy” in marriage, and the value of friendships. Online dating, she suggests, might give users too many options; and the internet facilitates “infidelity-related behaviors.” Some technological advances will help us develop and maintain intimate relationships—our phones, for example, can be bridges to emotional support. Some, on the other hand, might leave us out of touch. Drouin explores both of these possibilities.

The Lure of Pokémon

Author : 中沢新一
Publisher : Unknown
Page : 129 pages
File Size : 51,9 Mb
Release : 2019
Category : Pokémon (Game)
ISBN : 4866580658

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The Lure of Pokémon by 中沢新一 Pdf

From its humble beginnings as a video game launched in the mid-90s, Pokémon has become a global entertainment franchise, even reaching into the world via augmented reality with the mobile game Pokémon GO. In this book, the author argues that the Pokémon worldview is the best contemporary example of Claude Lévi-Strauss's "savage mind," suggesting that computer games can be viewed as attempts to reconnect the human unconscious with the true, hidden essence of nature. Video games are often thought to draw children out of nature and into isolated, closed spaces. However, the author asserts, the Pokémon series of games, far from standing in opposition to nature, actually seeks to represent the true, hidden essence of the natural world. As the natural environment is transformed around them, the author suggests, children that would once have directly observed and explored nature encounter it through technology instead. Video games and other digital narratives can often be viewed as attempts to reconnect the human unconscious with nature, undoing the separation effected by the scientific, rational thought of Western modernity. The author supports his argument through close analysis of the history and even prehistory of video games in Japanese culture. Drawing on mythology, Freudian and Lacanian psychoanalysis, and other resources, he explores cultural touchstones like Space Invaders, Ultraman, and the RPG as a genre, showing how their rich, direct expression appeals directly to the urges and impulses within children themselves, helping them come to terms with their place in the world.--adapted from publisher's description.