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eBook Playing Video Games: Motives, Responses, and Consequences (Lea's Communication) ePub

eBook Playing Video Games: Motives, Responses, and Consequences (Lea's Communication) ePub

by Peter Vorderer,Jennings Bryant

  • ISBN: 0805853219
  • Category: Engineering
  • Subcategory: Engineering
  • Author: Peter Vorderer,Jennings Bryant
  • Language: English
  • Publisher: Routledge; 1 edition (March 28, 2006)
  • Pages: 480
  • ePub book: 1869 kb
  • Fb2 book: 1308 kb
  • Other: lit mobi lrf docx
  • Rating: 4.5
  • Votes: 287

Description

How far video games have come since Pong and Space Invaders. The contributors to this book undertook serious analyses of current popular video games, some 25 or so years since those early games

ISBN-13: 978-0805853223. How far video games have come since Pong and Space Invaders. The contributors to this book undertook serious analyses of current popular video games, some 25 or so years since those early games. The book is not about the technological aspects of how games are written. Though some chapters have brief explanations. Instead the focus here is on higher level issues.

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 .

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.

Request PDF On Dec 1, 2006, Jeroen Jansz and others published Playing video games: Motives .

Article in Journal of Communication 56(4):861-862 · December 2006 with 434 Reads. It has been shown that these games can enhance health-related learning and even behavior change because they are experiential and interactive and immerse the player in worlds that offer compelling challenges and immediate progress feedback, ultimately leading to improved diabetes self-management and better health outcomes.

Pieper, R. Weber, Playing Video Games as Entertainment.

eBook Rental from £3. 0. Routledge Published March 28, 2006 Reference - 480 Pages ISBN 9780805853223 - CAT ER8581 Series: Routledge Communication Series. Pieper, R. M. Sellers, Designing the Experience of Interactive Play. H. Lowood, A Brief Biography of Computer Games. Smith, The (Computer) Games People Play. S. Smith, Perps, Pimps, and Provocative Clothing: Examining Negative Content Patterns in Video Games.

Video Games and the Pleasure of Control.

Mahwah, NJ: Lawrence Erlbaum Associates, Inc. ◄ Gee, J. P. (2005). Video Games and the Pleasure of Control. Media entertainment: The psychology of its appeal (pp 197-213). Mahwah, NJ: Lawrence Erlbaum, Inc. Wouters, . van Nimwegen, . van Oostendorp, . & van der Spek, E. D. (2013, February 4). A Meta-Analysis of the Cognitive and Motivational Effects of Serious Games.

Эту книгу можно прочитать в Google Play Книгах на компьютере, а также на устройствах Android и iOS. Выделяйте текст, добавляйте закладки и делайте заметки, скачав книгу "Psychology of Entertainment" для чтения в офлайн-режиме.

Why playing video games for five minutes will help you feel less stressed at work (and the SEVEN signs you're on the verge of a burn out). Spending five minutes relaxing helps people feel less negative and distressed. Sitting silently causes people to feel disengaged from work and causes worry.

Jennings Bryant has been married to Sara Poteat Bryant for 42 years. They are the parents of three children. Playing Video Games: Motives, Responses, and Consequences. Mahwah, NJ: Lawrence Erlbaum Associates.

Mahwah, New Jersey: Erlbaum. Statement on Academic Conduct and Support Systems Academic Conduct: Plagiarism – presenting someone else’s ideas as your own, either verbatim or recast in your own words – is a serious academic offense with serious consequences. Please familiarize yourself with the discussion of plagiarism in SCampus in Part B, Section 11, Behavior Violating University Standards policy.

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.