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Title: |
Video Games |
| Sub-title: |
Parents' Perceptions, Role of Social Media & Effects on Behavior |
Search Result:
| Edited by: |
Jeffrey Graham |
| ISBN10-13: |
1633210154 : 9781633210158 |
| Format: |
Hardback |
| Size: |
260x180mm |
| Pages: |
195 |
| Weight: |
.508 Kg. |
| Published: |
Nova Science Publishers, Inc (US) - August 2014 |
| List Price: |
243.99 Pounds Sterling |
| Availability: |
In Stock
Qty Available: 3 |
| Subjects: |
Media, information & communication industries : Computer games / online games: strategy guides |
| 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. |
| Table of Contents: |
| Preface; The Possible Prosocial & Antisocial Effects of Playing Video Games Frequently; Children’s Situational Motivation, Rate of Perceived Exertion & Physical Activity Levels in Exergaming: Associations & Gender Differences; Efficiency of Brain Training vs. Recreational Video Games for Cognitive/Academic Performance: A Synthesis of 3 Experiments; Communities of Players: Scale & Scope, & the Effect of Social Medias in the Video Game Industry; Video Games & School/Cognitive Performances: A Study on 27000 Middle School Teenagers; Video Games & Seizures: A Review; Gaming for Good: Video Games & Enhancing Prosocial Behaviour; Index. |
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