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This student-friendly book provides an accessible overview of the
primary debates about the effects of video games. It expands on the
original The Video Game Debate to address the new technologies that
have emerged within the field of game studies over the last few
years. Debates about the negative effects of video game play have
been evident since their introduction in the 1970s, but the advent
of online and mobile gaming has revived these concerns,
reinvigorating old debates and generating brand new ones. The Video
Game Debate 2 draws from the latest research findings from the top
scholars of digital games research to address these concerns. The
book explores key developments such as virtual and augmented
reality, the use of micro-transactions, the integration of loot
boxes, and the growth of mobile gaming and games for change
(serious games). Furthermore, several new chapters explore
contemporary debates around e-sports, gamification, sex and gender
discrimination in games, and the use of games in therapy. This book
offers students and scholars of games studies and digital media, as
well as policymakers, the essential information they need to
participate in the debate.
Expanding on the work in the volume Multiplayer, this new book
explores several other areas related to social gaming in detail.
The aim is to go beyond a typical "edited book" concept, and offer
a very concise volume with several focal points that are most
relevant for the current debate about multiplayer games, both in
academia and society. As a result, the volume offers the latest
research findings on online gaming, social forms of gaming,
identification, gender issues and games for change, primarily
applying a social-scientific approach.
Expanding on the work in the volume Multiplayer, this new book
explores several other areas related to social gaming in detail.
The aim is to go beyond a typical "edited book" concept, and offer
a very concise volume with several focal points that are most
relevant for the current debate about multiplayer games, both in
academia and society. As a result, the volume offers the latest
research findings on online gaming, social forms of gaming,
identification, gender issues and games for change, primarily
applying a social-scientific approach.
Despite their popularity, online video games have been met with
suspicion by the popular media and academic community. In
particular, there is a growing concern that online video game play
may be associated with deficits in social functioning. Due to a
lack of empirical consistency, the debate surrounding the potential
impact of online video game play on a user's sociability remains an
active one. This book contributes to this debate by exploring the
potential impact of online video game involvement on social
competence outcomes, theoretically and empirically. Through
empirical research, Kowert examines the relationships between
online video game involvement, social goals, and social skills and
discusses the underlying mechanisms of these effects.
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.
This student-friendly book provides an accessible overview of the
primary debates about the effects of video games. It expands on the
original The Video Game Debate to address the new technologies that
have emerged within the field of game studies over the last few
years. Debates about the negative effects of video game play have
been evident since their introduction in the 1970s, but the advent
of online and mobile gaming has revived these concerns,
reinvigorating old debates and generating brand new ones. The Video
Game Debate 2 draws from the latest research findings from the top
scholars of digital games research to address these concerns. The
book explores key developments such as virtual and augmented
reality, the use of micro-transactions, the integration of loot
boxes, and the growth of mobile gaming and games for change
(serious games). Furthermore, several new chapters explore
contemporary debates around e-sports, gamification, sex and gender
discrimination in games, and the use of games in therapy. This book
offers students and scholars of games studies and digital media, as
well as policymakers, the essential information they need to
participate in the debate.
Despite their popularity, online video games have been met with
suspicion by the popular media and academic community. In
particular, there is a growing concern that online video game play
may be associated with deficits in social functioning. Due to a
lack of empirical consistency, the debate surrounding the potential
impact of online video game play on a user's sociability remains an
active one. This book contributes to this debate by exploring the
potential impact of online video game involvement on social
competence outcomes, theoretically and empirically. Through
empirical research, Kowert examines the relationships between
online video game involvement, social goals, and social skills and
discusses the underlying mechanisms of these effects.
Do video games cause violent, aggressive behavior? Can online games
help us learn? When it comes to video games, these are often the
types of questions raised by popular media, policy makers,
scholars, and the general public. In this collection, international
experts review the latest research findings in the field of digital
game studies and weigh in on the actual physical, social, and
psychological effects of video games. Taking a broad view of the
industry from the moral panic of its early days up to recent
controversies surrounding games like Grand Theft Auto, contributors
explore the effects of games through a range of topics including
health hazards/benefits, education, violence and aggression,
addiction, cognitive performance, and gaming communities.
Interdisciplinary and accessibly written, The Video Game Debate
reveals that the arguments surrounding the game industry are far
from black and white, and opens the door to richer conversation and
debate amongst students, policy makers, and scholars alike.
Do video games cause violent, aggressive behavior? Can online games
help us learn? When it comes to video games, these are often the
types of questions raised by popular media, policy makers,
scholars, and the general public. In this collection, international
experts review the latest research findings in the field of digital
game studies and weigh in on the actual physical, social, and
psychological effects of video games. Taking a broad view of the
industry from the moral panic of its early days up to recent
controversies surrounding games like Grand Theft Auto, contributors
explore the effects of games through a range of topics including
health hazards/benefits, education, violence and aggression,
addiction, cognitive performance, and gaming communities.
Interdisciplinary and accessibly written, The Video Game Debate
reveals that the arguments surrounding the game industry are far
from black and white, and opens the door to richer conversation and
debate amongst students, policy makers, and scholars alike.
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.
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