Violence Perception Video Games

Violence Perception Video Games Book in PDF, ePub and Kindle version is available to download in english. Read online anytime anywhere directly from your device. Click on the download button below to get a free pdf file of Violence Perception Video Games book. This book definitely worth reading, it is an incredibly well-written.

Violence | Perception | Video Games

Author : Federico Alvarez Igarzábal,Michael S. Debus,Curtis L. Maughan
Publisher : transcript Verlag
Page : 231 pages
File Size : 51,8 Mb
Release : 2019-11-30
Category : Social Science
ISBN : 9783839450512

Get Book

Violence | Perception | Video Games by Federico Alvarez Igarzábal,Michael S. Debus,Curtis L. Maughan Pdf

This volume compiles papers from the Young Academics Workshop at the Clash of Realities conferences of 2017 and 2018. The 2017 workshop - Perceiving Video Games - explored the video game medium by focusing on perception and meaning-making processes. The 2018 workshop - Reframing the Violence and Video Games Debate - transcended misleading claims that link video games and violent behavior by offering a range of fresh topical perspectives. From BA students to postdoctoral researchers, the young academics of this anthology stem from a spectrum of backgrounds, including game studies, game design, and phenomenology. This volume also features an entry by renowned psychologist Christopher J. Ferguson.

Video Games

Author : Jeffrey Graham
Publisher : Nova Science Publishers
Page : 0 pages
File Size : 47,9 Mb
Release : 2014
Category : Learning, Psychology of
ISBN : 1633210154

Get Book

Video Games by Jeffrey Graham Pdf

Video games are not necessarily uniform in the "lessons" they teach players. Indeed, even violent video games are not simply hotbeds of violent content. For example, the popular Call of Duty and Resident Evil series require players to behave violently in order to protect other people or computer characters. Thus, in these games, aggression is taught in simultaneity with altruism. The questions, then, arise 1) whether social learning is an appropriate explanation for long-term effects of games, and 2) whether games can only teach antisocial lessons. The first chapter of this book addresses video game effects from a long-term, holistic perspective, focusing on antisocial and prosocial outcomes, using a conveniently collected survey dataset. Moreover, this book also analyses video games by different genres. Furthermore, this book provides information on associations and gender differences in children's situational motivation, rate of perceived exertion and physical activity levels in exergaming; the efficiency of brain training versus recreational video games; the effect of social media in the video game industry; video games and their correlation with school and cognitive performance; video games and the effect they may have on seizures; and video gaming and the enhancement of prosocial behaviours.

Effects of Video Games on Children’s Behavior

Author : Patrick Kimuyu
Publisher : GRIN Verlag
Page : 9 pages
File Size : 54,5 Mb
Release : 2018-05-02
Category : Medical
ISBN : 9783668695627

Get Book

Effects of Video Games on Children’s Behavior by Patrick Kimuyu Pdf

Project Report from the year 2018 in the subject Medicine - Neurology, Psychiatry, Addiction, grade: 1.2, Egerton University, language: English, abstract: In retrospect, technology seems to have a dark shadow behind its benefits. Effects of computer games on the behavior of children is one of the most debated topics in psychology studies because of the robust growth in video game industry in the last few years. A background study on the growth of the video industry shows that it is one of the fastest growing industries in the entertainment industry with the video games of all genres becoming the most popular form of media. The children are one of the most players in the industry and as a result, its effect on children cannot be ignored. Contrary to the public perception, the video game industry is catching speed as research shows that over 45 million households in the United States posses a video game console. It is also debatable that young children are gaining access to violent video gamers in the United States and other countries across the globe. As a result, the young people are more susceptible to the negative effects of video games compared to the older adults (above 34 years of age). The effects of the video games among children have, therefore, attracted concerns among the parents, medical professionals, educators, society, and policy makers. Research shows that school shooting and youth violence are on the rise in the United States attributed to the growth of video games hence attracting public concerns in the country. For instance, the growth of several violent games such as brutality and gore, two games well known for their use of guns, and doom and resident evil are popular violent video games in the United States and their increasing violent content has been linked with the school shootings and youth violence in the country. Therefore, this report explores the link between video games and children’s behavior. The methodology used in this report is the analysis of both primary and secondary literature that focuses on the correlation between violent video games and acts of aggression in the society such as violent crimes. Relevant books and journals have been utilized with intensive research and debates on the effects of video games on the behavior of children.

Violent Video Game Effects on Children and Adolescents

Author : Craig A. Anderson,Douglas A. Gentile,Katherine E. Buckley
Publisher : Oxford University Press
Page : 200 pages
File Size : 47,5 Mb
Release : 2007-01-11
Category : Psychology
ISBN : 9780195345568

Get Book

Violent Video Game Effects on Children and Adolescents by Craig A. Anderson,Douglas A. Gentile,Katherine E. Buckley Pdf

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.

The Psychology of Video Games

Author : Celia Hodent
Publisher : Routledge
Page : 105 pages
File Size : 47,6 Mb
Release : 2020-10-07
Category : Psychology
ISBN : 9781000194760

Get Book

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.

Empathy and Violent Video Games

Author : C. Happ,A. Melzer
Publisher : Springer
Page : 78 pages
File Size : 51,9 Mb
Release : 2014-11-21
Category : Psychology
ISBN : 9781137440136

Get Book

Empathy and Violent Video Games by C. Happ,A. Melzer Pdf

Through three empirical studies, this book explores the mechanisms behind moderating functions of empathy in violent video games, revealing new insights that will inform the ongoing debates about the effects violent media content.

Moral Combat

Author : Patrick M. Markey,Christopher J. Ferguson
Publisher : BenBella Books, Inc.
Page : 256 pages
File Size : 50,7 Mb
Release : 2017-03-21
Category : Social Science
ISBN : 9781942952992

Get Book

Moral Combat by Patrick M. Markey,Christopher J. Ferguson Pdf

In family rooms across America, millions of children and teenagers are playing video games, such as Call of Duty, Halo, and Grand Theft Auto, roaming violent virtual worlds—with virtual guns in their hands. In what sometimes seems like an increasingly violent world, it's only natural to worry about the effects of all this pixelated gore. But is that concern misplaced? Authors and psychologists Patrick M. Markey and Christopher J. Ferguson say it is. The media and politicians have been sounding the alarm for years, and with every fresh tragedy involving a young perpetrator comes another flurry of articles about the dangers of violent media. The problem is this: Their fear isn't supported by the evidence. In fact, unlike the video game–trained murder machines depicted in the press, school shooters are actually less likely to be interested in violent games than their peers. In reality, most well-adjusted children and teenagers play violent video games, all without ever exhibiting violent behavior in real life. What's more, spikes in sales of violent games actually correspond to decreased rates of violent crime. If that surprises you, you're not alone—the national dialogue on games and violence has been hopelessly biased. But that's beginning to change. Scholars are finding that not only are violent games not one of society's great evils, they may even be a force for good. In Moral Combat, Markey and Ferguson explore how video games—even the bloodiest—can have a positive impact on everything from social skills to stress, and may even make us more morally sensitive. Tracing the rise of violent games from arcades to online deathmatches, they have spent years on the front lines of the video game debate and now offer a comprehensive overview of the scientific research on gaming. With humor, complete honesty, and extensive research, they separate the myth from the medium. Moral Combat is an irreverent and informative guide to the worries—and wonders—of our violent virtual world.

Playing Video Games

Author : Peter Vorderer,Jennings Bryant
Publisher : Routledge
Page : 605 pages
File Size : 40,5 Mb
Release : 2012-10-12
Category : Games & Activities
ISBN : 9781135257477

Get Book

Playing Video Games by Peter Vorderer,Jennings Bryant Pdf

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.

Advertising and Violence

Author : Nora J. Rifon,Marla B Royne,Les Carlson
Publisher : Routledge
Page : 377 pages
File Size : 45,9 Mb
Release : 2014-12-18
Category : Business & Economics
ISBN : 9781317477709

Get Book

Advertising and Violence by Nora J. Rifon,Marla B Royne,Les Carlson Pdf

Advertising and Violence identifies and analyzes the important issues related to violence in advertising and its overall effects on society. The book is based on a widely cited special issue of the Journal of Advertising and includes eight new chapters that expand the book's coverage. The objective of the book is to compile a compendium of current thinking, perspectives, theoretical viewpoints, and research relevant to the violence and advertising interface. The chapter authors, all notable experts in the field, take a multidisciplinary approach that incorporates perspectives from disciplines other than marketing in order to provide a broad-based view of how advertising and violence coalesce and the policy implications of this juxtaposition.

Violence in Video Games

Author : Diane Marczely Gimpel
Publisher : ABDO Publishing Company
Page : 50 pages
File Size : 47,6 Mb
Release : 2013-01-01
Category : Juvenile Nonfiction
ISBN : 9781624010408

Get Book

Violence in Video Games by Diane Marczely Gimpel Pdf

Violence in Video Games provides a balanced look at a hot-button topic. Discover the controversy over whether video game violence affects players and crime statistics, as well as the history of video games, ratings systems, and the First Amendment. Full-color photos, a glossary, an index, sidebars, primary source documents, and other creative content enhance the book. It also includes prompts and activities that directly engage students in developing the reading, writing, and critical thinking skills required by the Common Core standards. This well-researched title has a credentialed content consultant and aligns with Common Core and state standards. Aligned to Common Core Standards and correlated to state standards. Core Library is an imprint of Abdo Publishing, a division of ABDO.

Time and Space in Video Games

Author : Federico Alvarez Igarzábal
Publisher : transcript Verlag
Page : 233 pages
File Size : 54,7 Mb
Release : 2019-09-30
Category : Social Science
ISBN : 9783839447130

Get Book

Time and Space in Video Games by Federico Alvarez Igarzábal Pdf

Video games are temporal artifacts: They change with time as players interact with them in accordance with rules. In this study, Federico Alvarez Igarzábal investigates the formal aspects of video games that determine how these changes are produced and sequenced. Theories of time perception drawn from the cognitive sciences lay the groundwork for an in-depth analysis of these features, making for a comprehensive account of time in this novel medium. This book-length study dedicated to time perception and video games is an indispensable resource for game scholars and game developers alike. Its reader-friendly style makes it readily accessible to the interested layperson.

Violence and the Mimetic Unconscious, Volume 2

Author : Nidesh Lawtoo
Publisher : MSU Press
Page : 317 pages
File Size : 53,5 Mb
Release : 2023-10-01
Category : Philosophy
ISBN : 9781609177423

Get Book

Violence and the Mimetic Unconscious, Volume 2 by Nidesh Lawtoo Pdf

Representations of violence have subliminal contagious effects, but what kind of unconscious captures this imperceptible affective dynamic in the digital age? In volume two of a Janus-faced diagnostic of the cathartic and contagious effects of (new) media violence, Nidesh Lawtoo traces a genealogy of a long-neglected, embodied, relational, and highly mimetic unconscious that, well before the discovery of mirror neurons, posited mirroring reactions as a via regia to a phantom ego. Rather than being the product of a solipsistic discovery, the unconscious turns out to have haunted philosophers, psychologists, and artists for a long time. This book proposes a genealogy of untimely philosophical physicians that goes from Plato to Nietzsche, Bernheim to Féré, Freud to Bataille, Arendt to Girard, affect theory to the neurosciences. In their company, Lawtoo promotes the transdisciplinary field of mimetic studies by reevaluating the unconscious actions and reactions of homo mimeticus. As a new theory of mimesis emerges, Violence and the Mimetic Unconscious offers a searching diagnosis as to why the pathos of (new) media violence—from film to video games, police murders to the storming of the U.S Capitol—continues to cast a material shadow on the present and future.

The Palgrave Handbook of Violence in Film and Media

Author : Steve Choe
Publisher : Springer Nature
Page : 528 pages
File Size : 46,9 Mb
Release : 2022-11-09
Category : Performing Arts
ISBN : 9783031053900

Get Book

The Palgrave Handbook of Violence in Film and Media by Steve Choe Pdf

The chapters contained in this handbook address key issues concerning the aesthetics, ethics, and politics of violence in film and media. In addition to providing analyses of representations of violence, they also critically discuss the phenomenology of the spectator, images of atrocity in international cinema, affect and documentary, violent video games, digital infrastructures, cruelty in art cinema, and media and state violence, among many other relevant topics. The Palgrave Handbook of Violence in Film and Media updates existing studies dealing with media and violence while vastly expanding the scope of the field. Representations of violence in film and media are ubiquitous but remain relatively understudied. Too often they are relegated to questions of morality, taste, or aesthetics while judgments about violence can themselves be subjected to moral judgment. Some may question whether objectionable images are worthy of serious scholarly attention at all. While investigating key examples, the chapters in this handbook consider both popular and academic discourses to understand how representations of violence are interpreted and discussed. They propose new approaches and raise novel questions for how we might critically think about this urgent issue within contemporary culture.

Video Game Influences on Aggression, Cognition, and Attention

Author : Christopher J. Ferguson
Publisher : Springer
Page : 203 pages
File Size : 40,6 Mb
Release : 2018-08-21
Category : Psychology
ISBN : 9783319954950

Get Book

Video Game Influences on Aggression, Cognition, and Attention by Christopher J. Ferguson Pdf

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.

Violence and Video Games

Author : John L. Hakala
Publisher : Referencepoint Press
Page : 0 pages
File Size : 46,5 Mb
Release : 2019
Category : Video games industry
ISBN : 1682825639

Get Book

Violence and Video Games by John L. Hakala Pdf

In the early 1990s, video games began getting more violent and more realistic, sparking debates over the effects of such content. Since then, the violence has become more technologically advanced and often more gruesome. Violence and Video Games examines the history of violent video games, explores the controversies in the video game industry, and discusses the future advances of violent video games.