Author: Scott Rigby
Publisher: Praeger
ISBN: 0313362246
Category : Social Science
Languages : en
Pages : 0
Book Description
This book offers a practical yet powerful way to understand the psychological appeal and strong motivation to play video games. Video games have come a long way, from Atari's pinging, monochromatic Pong to the garish mayhem of Grand Theft Auto and the stylish sophistication of Beatles Rock Band. And it is no longer just teenagers that are hooked, audiences both young and old can't seem to get enough. But while "video-game addict" has become a common term, are these games really physically and psychologically addictive? With video game sales in the billions and anxious concerns about their longterm effects growing louder, this volume brings something new to the discussion. It is a research-based analysis on the games and gamers, addressing both the positive and negative aspects of habitual playing by drawing on significant recent studies and established motivational theory. Filled with examples from popular games and the real experiences of gamers themselves, it gets to the heart of gaming's powerful psychological and emotional allure, the benefits as well as the dangers. It gives everyone from researchers to parents to gamers themselves a clearer understanding the psychology of gaming, while offering prescriptions for healthier, more enjoyable games and gaming experiences.
Glued to Games
Author: Scott Rigby
Publisher: Praeger
ISBN: 0313362246
Category : Social Science
Languages : en
Pages : 0
Book Description
This book offers a practical yet powerful way to understand the psychological appeal and strong motivation to play video games. Video games have come a long way, from Atari's pinging, monochromatic Pong to the garish mayhem of Grand Theft Auto and the stylish sophistication of Beatles Rock Band. And it is no longer just teenagers that are hooked, audiences both young and old can't seem to get enough. But while "video-game addict" has become a common term, are these games really physically and psychologically addictive? With video game sales in the billions and anxious concerns about their longterm effects growing louder, this volume brings something new to the discussion. It is a research-based analysis on the games and gamers, addressing both the positive and negative aspects of habitual playing by drawing on significant recent studies and established motivational theory. Filled with examples from popular games and the real experiences of gamers themselves, it gets to the heart of gaming's powerful psychological and emotional allure, the benefits as well as the dangers. It gives everyone from researchers to parents to gamers themselves a clearer understanding the psychology of gaming, while offering prescriptions for healthier, more enjoyable games and gaming experiences.
Publisher: Praeger
ISBN: 0313362246
Category : Social Science
Languages : en
Pages : 0
Book Description
This book offers a practical yet powerful way to understand the psychological appeal and strong motivation to play video games. Video games have come a long way, from Atari's pinging, monochromatic Pong to the garish mayhem of Grand Theft Auto and the stylish sophistication of Beatles Rock Band. And it is no longer just teenagers that are hooked, audiences both young and old can't seem to get enough. But while "video-game addict" has become a common term, are these games really physically and psychologically addictive? With video game sales in the billions and anxious concerns about their longterm effects growing louder, this volume brings something new to the discussion. It is a research-based analysis on the games and gamers, addressing both the positive and negative aspects of habitual playing by drawing on significant recent studies and established motivational theory. Filled with examples from popular games and the real experiences of gamers themselves, it gets to the heart of gaming's powerful psychological and emotional allure, the benefits as well as the dangers. It gives everyone from researchers to parents to gamers themselves a clearer understanding the psychology of gaming, while offering prescriptions for healthier, more enjoyable games and gaming experiences.
Glued to Games
Author: Scott Rigby
Publisher: Bloomsbury Publishing USA
ISBN:
Category : Social Science
Languages : en
Pages : 323
Book Description
This book offers a practical yet powerful way to understand the psychological appeal and strong motivation to play video games. With video game sales in the billions and anxious concerns about their long-term effects growing louder, Glued to Games: How Video Games Draw Us In and Hold Us Spellbound brings something new to the discussion. It is the first truly balanced research-based analysis on the games and gamers, addressing both the positive and negative aspects of habitual playing by drawing on significant recent studies and established motivational theory. Filled with examples from popular games and the real experiences of gamers themselves, Glued to Games gets to the heart of gaming's powerful psychological and emotional allure—the benefits as well as the dangers. It gives everyone from researchers to parents to gamers themselves a clearer understanding the psychology of gaming, while offering prescriptions for healthier, more enjoyable games and gaming experiences.
Publisher: Bloomsbury Publishing USA
ISBN:
Category : Social Science
Languages : en
Pages : 323
Book Description
This book offers a practical yet powerful way to understand the psychological appeal and strong motivation to play video games. With video game sales in the billions and anxious concerns about their long-term effects growing louder, Glued to Games: How Video Games Draw Us In and Hold Us Spellbound brings something new to the discussion. It is the first truly balanced research-based analysis on the games and gamers, addressing both the positive and negative aspects of habitual playing by drawing on significant recent studies and established motivational theory. Filled with examples from popular games and the real experiences of gamers themselves, Glued to Games gets to the heart of gaming's powerful psychological and emotional allure—the benefits as well as the dangers. It gives everyone from researchers to parents to gamers themselves a clearer understanding the psychology of gaming, while offering prescriptions for healthier, more enjoyable games and gaming experiences.
History of Video Games
Author: David Paris
Publisher: Teacher Created Materials
ISBN: 1493835947
Category : Juvenile Nonfiction
Languages : en
Pages : 51
Book Description
Highlighting important milestones in video game history, this informational text examines the history of video games, from the very first computer game created in 1940, to modern-day games created for mobile platforms. Developed by Timothy Rasinski and Lori Oczkus, this book includes essential text features like an index, captions, glossary, and table of contents. The detailed sidebars, fascinating images, and Dig Deeper section prompt students to connect back to the text and encourage multiple readings. Check It Out! includes suggested resources for further reading. Aligned with state standards, this title features complex content appropriate for students preparing for college and career readiness.
Publisher: Teacher Created Materials
ISBN: 1493835947
Category : Juvenile Nonfiction
Languages : en
Pages : 51
Book Description
Highlighting important milestones in video game history, this informational text examines the history of video games, from the very first computer game created in 1940, to modern-day games created for mobile platforms. Developed by Timothy Rasinski and Lori Oczkus, this book includes essential text features like an index, captions, glossary, and table of contents. The detailed sidebars, fascinating images, and Dig Deeper section prompt students to connect back to the text and encourage multiple readings. Check It Out! includes suggested resources for further reading. Aligned with state standards, this title features complex content appropriate for students preparing for college and career readiness.
Glue
Author: Irvine Welsh
Publisher: Random House
ISBN: 1407018078
Category : Fiction
Languages : en
Pages : 580
Book Description
'Welsh is at the top of his game' The Face 'His most readable and memorable novel since Trainspotting' Independent on Sunday Glue is the story of four boys growing up in the Edinburgh schemes, and about the loyalties, the experiences and the secrets that hold them together into their thirties. As we follow their lives from the 70s into the new century - from punk to techno, from speed to Es - we can see each of them trying to struggle out from under the weight of the conditioning of class and culture, peer pressure and their parents' hopes that maybe their sons will do better than they did. What binds the four of them is the friendship formed by the scheme, their school, and their ambition to escape from both; their loyalty fused in street morality: back up your mates, don't hit women and, most importantly, never grass - on anyone. 'His most complete and engaging work to date... arguably, his best book' TLS 'A coming-of-age story carved out with a broken bottle' Elle
Publisher: Random House
ISBN: 1407018078
Category : Fiction
Languages : en
Pages : 580
Book Description
'Welsh is at the top of his game' The Face 'His most readable and memorable novel since Trainspotting' Independent on Sunday Glue is the story of four boys growing up in the Edinburgh schemes, and about the loyalties, the experiences and the secrets that hold them together into their thirties. As we follow their lives from the 70s into the new century - from punk to techno, from speed to Es - we can see each of them trying to struggle out from under the weight of the conditioning of class and culture, peer pressure and their parents' hopes that maybe their sons will do better than they did. What binds the four of them is the friendship formed by the scheme, their school, and their ambition to escape from both; their loyalty fused in street morality: back up your mates, don't hit women and, most importantly, never grass - on anyone. 'His most complete and engaging work to date... arguably, his best book' TLS 'A coming-of-age story carved out with a broken bottle' Elle
Glued to the Set
Author: Steven D. Stark
Publisher:
ISBN: 9780385324113
Category : Current Events
Languages : en
Pages : 484
Book Description
Call it literate fun. Ranging from the 1940's to the 1990's and focusing on 60 programs that will surprise you, Stark comments on TV history in a smart, pithy voice and reveals how as a nation we've moved from Lucy and Ricky to Roseanne and Dan; from Howdy Doody to Sesame Street -- and what that says about us.You may think you know television -- but when Steven Stark is finished pushing your buttons with fighting words and brilliant insights, you'll see what television has done to us as a nation in a whole new way. From Beaver to Roseanne, Ed Sullivan to Oprah, Monday Night Football to MTV, Stark takes us on a guided tour of the tube, providing startling revelations about the power of its sixty most important shows and events in the history of television. He catches in bright focus a hilarious, strange, and compelling image of ourselves as reflected on the small screen, and he shows us, with striking logic, the awesome power of television over our future and our fate.
Publisher:
ISBN: 9780385324113
Category : Current Events
Languages : en
Pages : 484
Book Description
Call it literate fun. Ranging from the 1940's to the 1990's and focusing on 60 programs that will surprise you, Stark comments on TV history in a smart, pithy voice and reveals how as a nation we've moved from Lucy and Ricky to Roseanne and Dan; from Howdy Doody to Sesame Street -- and what that says about us.You may think you know television -- but when Steven Stark is finished pushing your buttons with fighting words and brilliant insights, you'll see what television has done to us as a nation in a whole new way. From Beaver to Roseanne, Ed Sullivan to Oprah, Monday Night Football to MTV, Stark takes us on a guided tour of the tube, providing startling revelations about the power of its sixty most important shows and events in the history of television. He catches in bright focus a hilarious, strange, and compelling image of ourselves as reflected on the small screen, and he shows us, with striking logic, the awesome power of television over our future and our fate.
Game Seven
Author: Paul Volponi
Publisher: Speak
ISBN: 0142424293
Category : Young Adult Fiction
Languages : en
Pages : 274
Book Description
Originally published: New York: Viking, 2015.
Publisher: Speak
ISBN: 0142424293
Category : Young Adult Fiction
Languages : en
Pages : 274
Book Description
Originally published: New York: Viking, 2015.
These Deadly Games
Author: Diana Urban
Publisher: Wednesday Books
ISBN: 1250797209
Category : Young Adult Fiction
Languages : en
Pages : 320
Book Description
"A propulsive mystery with high stakes and devious, masterful twists that will leave you guessing until the very last page. Diana Urban's latest had my jaw on the floor." —Jessica Goodman, bestselling author of They Wish They Were Us Let’s play a game. You have 24 hours to win. If you break my rules, she dies. If you call the police, she dies. If you tell your parents or anyone else, she dies. Are you ready? When Crystal Donavan gets a message on a mysterious app with a picture of her little sister gagged and bound, she agrees to play the kidnapper’s game. At first, they make her complete bizarre tasks: steal a test and stuff it in a locker, bake brownies, make a prank call. But then Crystal realizes that each task is meant to hurt—and kill—her friends, one by one. But if she refuses to play, the kidnapper will kill her sister. Is someone trying to take her team out of the running for a gaming tournament? Or have they uncovered a secret from their past, and wants them to pay for what they did... Author of All Your Twisted Secrets, Diana Urban’s explosive sophomore novel, These Deadly Games, is a must-read, propulsive YA thriller with deadly stakes, stunning twists, and a shocking ending you'll never forget—perfect for fans of I Know What You Did Last Summer and One of Us Is Lying.
Publisher: Wednesday Books
ISBN: 1250797209
Category : Young Adult Fiction
Languages : en
Pages : 320
Book Description
"A propulsive mystery with high stakes and devious, masterful twists that will leave you guessing until the very last page. Diana Urban's latest had my jaw on the floor." —Jessica Goodman, bestselling author of They Wish They Were Us Let’s play a game. You have 24 hours to win. If you break my rules, she dies. If you call the police, she dies. If you tell your parents or anyone else, she dies. Are you ready? When Crystal Donavan gets a message on a mysterious app with a picture of her little sister gagged and bound, she agrees to play the kidnapper’s game. At first, they make her complete bizarre tasks: steal a test and stuff it in a locker, bake brownies, make a prank call. But then Crystal realizes that each task is meant to hurt—and kill—her friends, one by one. But if she refuses to play, the kidnapper will kill her sister. Is someone trying to take her team out of the running for a gaming tournament? Or have they uncovered a secret from their past, and wants them to pay for what they did... Author of All Your Twisted Secrets, Diana Urban’s explosive sophomore novel, These Deadly Games, is a must-read, propulsive YA thriller with deadly stakes, stunning twists, and a shocking ending you'll never forget—perfect for fans of I Know What You Did Last Summer and One of Us Is Lying.
The Inheritance Games
Author: Jennifer Lynn Barnes
Publisher: Little, Brown Books for Young Readers
ISBN: 1368053246
Category : Young Adult Fiction
Languages : en
Pages : 377
Book Description
OVER 3 MILLION COPIES SOLD OF THE #1 BESTSELLING SERIES! Don't miss this New York Times bestselling "impossible to put down" (Buzzfeed) novel with deadly stakes, thrilling twists, and juicy secrets—perfect for fans of One of Us is Lying and Knives Out. Avery Grambs has a plan for a better future: survive high school, win a scholarship, and get out. But her fortunes change in an instant when billionaire Tobias Hawthorne dies and leaves Avery virtually his entire fortune. The catch? Avery has no idea why—or even who Tobias Hawthorne is. To receive her inheritance, Avery must move into sprawling, secret passage-filled Hawthorne House, where every room bears the old man's touch—and his love of puzzles, riddles, and codes. Unfortunately for Avery, Hawthorne House is also occupied by the family that Tobias Hawthorne just dispossessed. This includes the four Hawthorne grandsons: dangerous, magnetic, brilliant boys who grew up with every expectation that one day, they would inherit billions. Heir apparent Grayson Hawthorne is convinced that Avery must be a conwoman, and he's determined to take her down. His brother, Jameson, views her as their grandfather's last hurrah: a twisted riddle, a puzzle to be solved. Caught in a world of wealth and privilege with danger around every turn, Avery will have to play the game herself just to survive. **The games continue in The Hawthorne Legacy, The Final Gambit, and The Brothers Hawthorne!
Publisher: Little, Brown Books for Young Readers
ISBN: 1368053246
Category : Young Adult Fiction
Languages : en
Pages : 377
Book Description
OVER 3 MILLION COPIES SOLD OF THE #1 BESTSELLING SERIES! Don't miss this New York Times bestselling "impossible to put down" (Buzzfeed) novel with deadly stakes, thrilling twists, and juicy secrets—perfect for fans of One of Us is Lying and Knives Out. Avery Grambs has a plan for a better future: survive high school, win a scholarship, and get out. But her fortunes change in an instant when billionaire Tobias Hawthorne dies and leaves Avery virtually his entire fortune. The catch? Avery has no idea why—or even who Tobias Hawthorne is. To receive her inheritance, Avery must move into sprawling, secret passage-filled Hawthorne House, where every room bears the old man's touch—and his love of puzzles, riddles, and codes. Unfortunately for Avery, Hawthorne House is also occupied by the family that Tobias Hawthorne just dispossessed. This includes the four Hawthorne grandsons: dangerous, magnetic, brilliant boys who grew up with every expectation that one day, they would inherit billions. Heir apparent Grayson Hawthorne is convinced that Avery must be a conwoman, and he's determined to take her down. His brother, Jameson, views her as their grandfather's last hurrah: a twisted riddle, a puzzle to be solved. Caught in a world of wealth and privilege with danger around every turn, Avery will have to play the game herself just to survive. **The games continue in The Hawthorne Legacy, The Final Gambit, and The Brothers Hawthorne!
Game
Author: Grant Hill
Publisher: Penguin
ISBN: 0593297407
Category : Biography & Autobiography
Languages : en
Pages : 401
Book Description
The full, frank story of a remarkable life’s journey—to the pinnacle of success as a basketball player, icon, and entrepreneur, to the depths of personal trauma and back, to a place of flourishing and peace—made possible above all by a family’s love Grant Hill always had game. His choice of college was a subject of national interest, and his arrival at Duke University cemented the program’s arrival at the top. In his freshman year, he led the team to its first NCAA championship, and three championship appearances in four years. His Duke career produced some of the most iconic moments in college basketball history, and Coach K proved to be a lifelong mentor. Later, as one of the NBA’s best players and a new face of the Detroit Pistons franchise, Hill was the first person with the potential to give Michael Jordan a run for his money, not just as a player but as a brand. His $45 million rookie contract was almost the least of it. He turned down Nike for Fila, and soon Method Man and Tupac Shakur were wearing his shoes. Hill writes candidly about all of it, including the transactional impermanence of life in the league and the isolation caused by his growing fame. His parents and friends helped ground him, and eventually he met a gifted musician named Tamia. The love he found with her and the arrival of their two beautiful daughters would be his rock as a brutal and mysterious injury sidelined him, coinciding with his wife’s own serious health struggles. With openness and insight, Hill relates his entire path, including post-career highlights like his Hall of Fame induction, co-ownership of the Atlanta Hawks, the directorship of the USA Basketball Men’s National Team, and even a yearly gig calling the Final Four. Hill’s father, Calvin, used to tell him that there were always a lot of reasons but never any excuses, and Game is a distillation of a lifetime’s effort to understand the reasons—the good and the bad. At his hardest moments, Hill sought out wisdom from others, stories of inspiration and overcoming obstacles. Now, with Game, he has returned the favor.
Publisher: Penguin
ISBN: 0593297407
Category : Biography & Autobiography
Languages : en
Pages : 401
Book Description
The full, frank story of a remarkable life’s journey—to the pinnacle of success as a basketball player, icon, and entrepreneur, to the depths of personal trauma and back, to a place of flourishing and peace—made possible above all by a family’s love Grant Hill always had game. His choice of college was a subject of national interest, and his arrival at Duke University cemented the program’s arrival at the top. In his freshman year, he led the team to its first NCAA championship, and three championship appearances in four years. His Duke career produced some of the most iconic moments in college basketball history, and Coach K proved to be a lifelong mentor. Later, as one of the NBA’s best players and a new face of the Detroit Pistons franchise, Hill was the first person with the potential to give Michael Jordan a run for his money, not just as a player but as a brand. His $45 million rookie contract was almost the least of it. He turned down Nike for Fila, and soon Method Man and Tupac Shakur were wearing his shoes. Hill writes candidly about all of it, including the transactional impermanence of life in the league and the isolation caused by his growing fame. His parents and friends helped ground him, and eventually he met a gifted musician named Tamia. The love he found with her and the arrival of their two beautiful daughters would be his rock as a brutal and mysterious injury sidelined him, coinciding with his wife’s own serious health struggles. With openness and insight, Hill relates his entire path, including post-career highlights like his Hall of Fame induction, co-ownership of the Atlanta Hawks, the directorship of the USA Basketball Men’s National Team, and even a yearly gig calling the Final Four. Hill’s father, Calvin, used to tell him that there were always a lot of reasons but never any excuses, and Game is a distillation of a lifetime’s effort to understand the reasons—the good and the bad. At his hardest moments, Hill sought out wisdom from others, stories of inspiration and overcoming obstacles. Now, with Game, he has returned the favor.
Card Games Properly Explained
Author: Arnold Marks
Publisher: Hachette UK
ISBN: 0716022591
Category : Games & Activities
Languages : en
Pages : 134
Book Description
If you have never played cards before, this book is the ideal introduction. Or if you have a basic idea of the rules of some games, it will help you extend your existing knowledge and add new games to your repertoire. You will learn all the basic rules, understand the reasons why players play certain cards, discover the winning strategies and always be able to play the right card at the right time. The book covers all the most popular card games, including: Whist, Solo, Napoleon, Clobbiosh, Belot, Black Maria, Piquet, Five Hundred, Poker, Brag, Cassino, Rummy, Kaluki, Gin Rummy, Canasta, Cribbage and Pontoon.
Publisher: Hachette UK
ISBN: 0716022591
Category : Games & Activities
Languages : en
Pages : 134
Book Description
If you have never played cards before, this book is the ideal introduction. Or if you have a basic idea of the rules of some games, it will help you extend your existing knowledge and add new games to your repertoire. You will learn all the basic rules, understand the reasons why players play certain cards, discover the winning strategies and always be able to play the right card at the right time. The book covers all the most popular card games, including: Whist, Solo, Napoleon, Clobbiosh, Belot, Black Maria, Piquet, Five Hundred, Poker, Brag, Cassino, Rummy, Kaluki, Gin Rummy, Canasta, Cribbage and Pontoon.