Author: Andy Robertson
Publisher: Unbound Publishing
ISBN: 1783528931
Category : Games & Activities
Languages : en
Pages : 379
Book Description
Video games can instil amazing qualities in children – curiosity, resilience, patience and problem-solving to name a few – but with the World Health Organisation naming gaming disorder as a clinically diagnosable condition, parents and carers can worry about what video games are doing to their children. Andy Robertson has dealt with all of the above, not just over years of covering this topic fo newspapers, radio and television but as a father of three. In this guide, he offers parents and carers practical advice and insights – combining his own experiences with the latest research and guidance from psychologists, industry experts, schools and children's charities – alongside a treasure trove of 'gaming recipes' to test out in your family. Worrying about video game screen time, violence, expense and addiction is an understandable response to scary newspaper headlines. But with first-hand understanding of the video games your children love to play, you can anchor them as a healthy part of family life. Supported by the www.taminggaming.com Family Video Game Database, Taming Gaming leads you into doing this so that video games can stop being a point of argument, worry and stress and start providing fulfilling, connecting and ambitious experiences together as a family.
Taming Gaming
Author: Andy Robertson
Publisher: Unbound Publishing
ISBN: 1783528931
Category : Games & Activities
Languages : en
Pages : 379
Book Description
Video games can instil amazing qualities in children – curiosity, resilience, patience and problem-solving to name a few – but with the World Health Organisation naming gaming disorder as a clinically diagnosable condition, parents and carers can worry about what video games are doing to their children. Andy Robertson has dealt with all of the above, not just over years of covering this topic fo newspapers, radio and television but as a father of three. In this guide, he offers parents and carers practical advice and insights – combining his own experiences with the latest research and guidance from psychologists, industry experts, schools and children's charities – alongside a treasure trove of 'gaming recipes' to test out in your family. Worrying about video game screen time, violence, expense and addiction is an understandable response to scary newspaper headlines. But with first-hand understanding of the video games your children love to play, you can anchor them as a healthy part of family life. Supported by the www.taminggaming.com Family Video Game Database, Taming Gaming leads you into doing this so that video games can stop being a point of argument, worry and stress and start providing fulfilling, connecting and ambitious experiences together as a family.
Publisher: Unbound Publishing
ISBN: 1783528931
Category : Games & Activities
Languages : en
Pages : 379
Book Description
Video games can instil amazing qualities in children – curiosity, resilience, patience and problem-solving to name a few – but with the World Health Organisation naming gaming disorder as a clinically diagnosable condition, parents and carers can worry about what video games are doing to their children. Andy Robertson has dealt with all of the above, not just over years of covering this topic fo newspapers, radio and television but as a father of three. In this guide, he offers parents and carers practical advice and insights – combining his own experiences with the latest research and guidance from psychologists, industry experts, schools and children's charities – alongside a treasure trove of 'gaming recipes' to test out in your family. Worrying about video game screen time, violence, expense and addiction is an understandable response to scary newspaper headlines. But with first-hand understanding of the video games your children love to play, you can anchor them as a healthy part of family life. Supported by the www.taminggaming.com Family Video Game Database, Taming Gaming leads you into doing this so that video games can stop being a point of argument, worry and stress and start providing fulfilling, connecting and ambitious experiences together as a family.
Loneliness For Dummies
Author: Andrea Wigfield
Publisher: John Wiley & Sons
ISBN: 1394229321
Category : Self-Help
Languages : en
Pages : 375
Book Description
Combat the rising epidemic of loneliness with trustworthy information and advice Loneliness for Dummies helps readers understand loneliness and how to take steps to overcome this unwanted feeling. At some point in life, loneliness affects everyone. It can be triggered by unusual situations and events like children leaving home, losing a loved one, working remotely, moving, divorce, or retirement. It can also occur seemingly without reason. Thanks to this book, you don’t have to be afraid of being lonely. Loneliness For Dummies explains that loneliness is a natural reaction that signals us to make a change. You’ll learn the signs to look out for to assess loneliness, why people feel lonely, and most importantly, step-by-step actions you can take to reduce your feelings of loneliness. Read case studies of people who have felt lonely to see how they overcame loneliness. This book includes a simple scale to help you measure how lonely you feel, so you can identify which changes to make and assess your progress. Learn why people feel lonely, including the situations that trigger loneliness and what this uncomfortable feeling means Discover the signs of loneliness so you can recognize it in others and step in to help Complete a questionnaire to gauge your own loneliness and identify steps you can take to feel less lonely Make changes to your lifestyle that will lead to greater satisfaction in the long run This is the perfect Dummies guide for anyone who is currently feeling adrift without social connections and wants to make a change. Organizations looking for a reference for students or outreach professionals will also appreciate Loneliness For Dummies.
Publisher: John Wiley & Sons
ISBN: 1394229321
Category : Self-Help
Languages : en
Pages : 375
Book Description
Combat the rising epidemic of loneliness with trustworthy information and advice Loneliness for Dummies helps readers understand loneliness and how to take steps to overcome this unwanted feeling. At some point in life, loneliness affects everyone. It can be triggered by unusual situations and events like children leaving home, losing a loved one, working remotely, moving, divorce, or retirement. It can also occur seemingly without reason. Thanks to this book, you don’t have to be afraid of being lonely. Loneliness For Dummies explains that loneliness is a natural reaction that signals us to make a change. You’ll learn the signs to look out for to assess loneliness, why people feel lonely, and most importantly, step-by-step actions you can take to reduce your feelings of loneliness. Read case studies of people who have felt lonely to see how they overcame loneliness. This book includes a simple scale to help you measure how lonely you feel, so you can identify which changes to make and assess your progress. Learn why people feel lonely, including the situations that trigger loneliness and what this uncomfortable feeling means Discover the signs of loneliness so you can recognize it in others and step in to help Complete a questionnaire to gauge your own loneliness and identify steps you can take to feel less lonely Make changes to your lifestyle that will lead to greater satisfaction in the long run This is the perfect Dummies guide for anyone who is currently feeling adrift without social connections and wants to make a change. Organizations looking for a reference for students or outreach professionals will also appreciate Loneliness For Dummies.
The Egypt Game
Author: Zilpha Keatley Snyder
Publisher: Simon and Schuster
ISBN: 143913202X
Category : Juvenile Fiction
Languages : en
Pages : 241
Book Description
The first time Melanie Ross meets April Hall, she’s not sure they have anything in common. But she soon discovers that they both love anything to do with ancient Egypt. When they stumble upon a deserted storage yard, Melanie and April decide it’s the perfect spot for the Egypt Game. Before long there are six Egyptians, and they all meet to wear costumes, hold ceremonies, and work on their secret code. Everyone thinks it’s just a game until strange things start happening. Has the Egypt Game gone too far?
Publisher: Simon and Schuster
ISBN: 143913202X
Category : Juvenile Fiction
Languages : en
Pages : 241
Book Description
The first time Melanie Ross meets April Hall, she’s not sure they have anything in common. But she soon discovers that they both love anything to do with ancient Egypt. When they stumble upon a deserted storage yard, Melanie and April decide it’s the perfect spot for the Egypt Game. Before long there are six Egyptians, and they all meet to wear costumes, hold ceremonies, and work on their secret code. Everyone thinks it’s just a game until strange things start happening. Has the Egypt Game gone too far?
Video Games and Social Competence
Author: Rachel Kowert
Publisher: Routledge
ISBN: 1317620135
Category : Games & Activities
Languages : en
Pages : 265
Book Description
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.
Publisher: Routledge
ISBN: 1317620135
Category : Games & Activities
Languages : en
Pages : 265
Book Description
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.
The Game to Rule
Author: Arshad Ali
Publisher: BookRix
ISBN: 3748736851
Category : Fiction
Languages : en
Pages : 106
Book Description
A journey of a pshycopath in a rollacosta ride to explore the unlimited possibilities of his Mind. This edition is the first part of the series " The Game to Rule"
Publisher: BookRix
ISBN: 3748736851
Category : Fiction
Languages : en
Pages : 106
Book Description
A journey of a pshycopath in a rollacosta ride to explore the unlimited possibilities of his Mind. This edition is the first part of the series " The Game to Rule"
The Cooperstown Symposium on Baseball and American Culture, 1998
Author: Thomas L. Altherr
Publisher: McFarland
ISBN: 9780786409549
Category : Sports & Recreation
Languages : en
Pages : 352
Book Description
This is an anthology of 20 papers that were presented at the Tenth Cooperstown Symposium on Baseball and American Culture, held in June 1998, and co-sponsored by the State University of New York at Oneonta and the National Baseball Hall of Fame and Museum. Commencing with a perceptive speech by keynote speaker G. Edward White, this Symposium examined such topics as whether a city can support two--not just one--major league team, how television broadcasters and their ball clubs interrelate and how masculine dominance in baseball mainly curtailed female advancement in the game and business. These essays, divided into sections titled "Baseball as a Business," "Baseball and Communication," "Baseball and Racial and Ethnic Perspectives," "Baseball and Gender Matters," "Baseball and Images" and "The 'Other' Leagues of Baseball," cut through the quick and easy judgments of the media and offer instead the longer, more informed view of scholars and researchers.
Publisher: McFarland
ISBN: 9780786409549
Category : Sports & Recreation
Languages : en
Pages : 352
Book Description
This is an anthology of 20 papers that were presented at the Tenth Cooperstown Symposium on Baseball and American Culture, held in June 1998, and co-sponsored by the State University of New York at Oneonta and the National Baseball Hall of Fame and Museum. Commencing with a perceptive speech by keynote speaker G. Edward White, this Symposium examined such topics as whether a city can support two--not just one--major league team, how television broadcasters and their ball clubs interrelate and how masculine dominance in baseball mainly curtailed female advancement in the game and business. These essays, divided into sections titled "Baseball as a Business," "Baseball and Communication," "Baseball and Racial and Ethnic Perspectives," "Baseball and Gender Matters," "Baseball and Images" and "The 'Other' Leagues of Baseball," cut through the quick and easy judgments of the media and offer instead the longer, more informed view of scholars and researchers.
Video Games as Art
Author: Frank G. Bosman
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110731010
Category : History
Languages : en
Pages : 124
Book Description
Video games are a relative late arrival on the cultural stage. While the academic discipline of game studies has evolved quickly since the nineties of the last century, the academia is only beginning to grasp the intellectual, philosophical, aesthetical, and existential potency of the new medium. The same applies to the question whether video games are (or are not) art in and on themselves. Based on the Communication-Oriented Analysis, the authors assess the plausibility of games-as-art and define the domains associted with this question.
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110731010
Category : History
Languages : en
Pages : 124
Book Description
Video games are a relative late arrival on the cultural stage. While the academic discipline of game studies has evolved quickly since the nineties of the last century, the academia is only beginning to grasp the intellectual, philosophical, aesthetical, and existential potency of the new medium. The same applies to the question whether video games are (or are not) art in and on themselves. Based on the Communication-Oriented Analysis, the authors assess the plausibility of games-as-art and define the domains associted with this question.
The Lost Cabin Mine
Author: Frederick Niven
Publisher: Good Press
ISBN:
Category : Fiction
Languages : en
Pages : 200
Book Description
The Lost Cabin Mine is a story by Frederick Niven. Niven was a Canadian novelist who produced over thirty works of fiction, an autobiography, poetry, essays, and pieces of journalism. Excerpt: "I hung my head and studied the planking of the verandah, then looked upward and gazed at the far-off glacier glittering under the blue sky, tried to wear the appearance of a deaf man who had not heard this altercation. Really I took the matter too seriously."
Publisher: Good Press
ISBN:
Category : Fiction
Languages : en
Pages : 200
Book Description
The Lost Cabin Mine is a story by Frederick Niven. Niven was a Canadian novelist who produced over thirty works of fiction, an autobiography, poetry, essays, and pieces of journalism. Excerpt: "I hung my head and studied the planking of the verandah, then looked upward and gazed at the far-off glacier glittering under the blue sky, tried to wear the appearance of a deaf man who had not heard this altercation. Really I took the matter too seriously."
Risks of “Cyber-relationships” in Adolescents and Young People
Author: Iratxe Redondo
Publisher: Frontiers Media SA
ISBN: 2832515118
Category : Science
Languages : en
Pages : 226
Book Description
Publisher: Frontiers Media SA
ISBN: 2832515118
Category : Science
Languages : en
Pages : 226
Book Description
Digital Games and Mental Health
Author: Rachel Kowert
Publisher: Frontiers Media SA
ISBN: 2889714616
Category : Science
Languages : en
Pages : 218
Book Description
Publisher: Frontiers Media SA
ISBN: 2889714616
Category : Science
Languages : en
Pages : 218
Book Description