The Video Game Debate 2
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The Video Game Debate 2
Author | : Rachel Kowert,Thorsten Quandt |
Publsiher | : Routledge |
Total Pages | : 160 |
Release | : 2020-11-29 |
Genre | : Philosophy |
ISBN | : 9781000224283 |
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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.
The Video Game Debate 2
Author | : Rachel Kowert,Thorsten Quandt |
Publsiher | : Routledge |
Total Pages | : 130 |
Release | : 2020-11-30 |
Genre | : Social Science |
ISBN | : 042935181X |
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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"--
Video Games Crime and Next Gen Deviance
Author | : Craig Kelly,Adam Lynes,Kevin Hoffin |
Publsiher | : Emerald Group Publishing |
Total Pages | : 151 |
Release | : 2020-07-03 |
Genre | : Social Science |
ISBN | : 9781838674496 |
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The ebook edition of this title is Open Access, thanks to Knowledge Unlatched funding, freely available to read online. Drawing on the emerging deviant literature perspective, this book explores a range of culturally embedded harms and other activities to offer new insight on the idea that video games are intertwined with forms of deviancy.
The Debate about Playing Video Games
Author | : Rachel Seigel |
Publsiher | : North Star Editions, Inc. |
Total Pages | : 48 |
Release | : 2018-01-01 |
Genre | : Juvenile Nonfiction |
ISBN | : 9781635176681 |
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Provides a thorough overview of the major pros and cons of playing video games. Readable text, interesting sidebars, and illuminating infographics invite readers to jump in and join the debate.
The Social Media Debate
Author | : Devan Rosen |
Publsiher | : Routledge |
Total Pages | : 253 |
Release | : 2022-02-17 |
Genre | : Social Science |
ISBN | : 9781000544183 |
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This accessible, student-friendly book provides a concise overview of the primary debates surrounding the impact and effects of social media. From Facebook, Twitter, and Instagram to Snapchat and TikTok, social media has become part of our everyday experience. However, its proliferation has brought a myriad of serious concerns about the long-term effects of social media on socializing and personal relationships and the impact on well-being and mental health (particularly in relation to children and adolescents), as well as issues linked to information and culture (such as privacy, misinformation, and manipulation). Featuring contributions by leading international scholars and established authorities such as Christian Fuchs, Henry Jenkins, Michael A. Stefanone, and Joan Donovan, editor Devan Rosen brings together key contemporary research from multiple disciplines in order to provide crucial insight into these debates. This book will be an important resource for students and scholars of media and communication, as well as educators, parents, policy makers, and clinicians interested in the impacts of social media.
Moral Combat
Author | : Patrick M. Markey,Christopher J. Ferguson |
Publsiher | : BenBella Books, Inc. |
Total Pages | : 256 |
Release | : 2017-03-21 |
Genre | : Social Science |
ISBN | : 9781942952992 |
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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.
Gaming the Past
Author | : Jeremiah McCall |
Publsiher | : Routledge |
Total Pages | : 198 |
Release | : 2013-06-17 |
Genre | : Education |
ISBN | : 9781136832093 |
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Despite the growing number of books designed to radically reconsider the educational value of video games as powerful learning tools, there are very few practical guidelines conveniently available for prospective history and social studies teachers who actually want to use these teaching and learning tools in their classes. As the games and learning field continues to grow in importance, Gaming the Past provides social studies teachers and teacher educators help in implementing this unique and engaging new pedagogy. This book focuses on specific examples to help social studies educators effectively use computer simulation games to teach critical thinking and historical analysis. Chapters cover the core parts of conceiving, planning, designing, and implementing simulation based lessons. Additional topics covered include: Talking to colleagues, administrators, parents, and students about the theoretical and practical educational value of using historical simulation games. Selecting simulation games that are aligned to curricular goals Determining hardware and software requirements, purchasing software, and preparing a learning environment incorporating simulations Planning lessons and implementing instructional strategies Identifying and avoiding common pitfalls Developing activities and assessments for use with simulation games that facilitate the interpretation and creation of established and new media Also included are sample unit and lesson plans and worksheets as well as suggestions for further reading. The book ends with brief profiles of the majority of historical simulation games currently available from commercial vendors and freely on the Internet.
Violent Video Game Effects on Children and Adolescents
Author | : Craig A. Anderson,Douglas A. Gentile,Katherine E. Buckley |
Publsiher | : Oxford University Press |
Total Pages | : 200 |
Release | : 2007-01-11 |
Genre | : Psychology |
ISBN | : 9780195345568 |
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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.