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What are the Current Social Media Habits of the Video Game Audience and how Do These Habits Impact the Gaming Experience?

What are the Current Social Media Habits of the Video Game Audience and how Do These Habits Impact the Gaming Experience? PDF Author: Eloise Beuvant
Publisher:
ISBN:
Category :
Languages : en
Pages : 0

Book Description


What are the Current Social Media Habits of the Video Game Audience and how Do These Habits Impact the Gaming Experience?

What are the Current Social Media Habits of the Video Game Audience and how Do These Habits Impact the Gaming Experience? PDF Author: Eloise Beuvant
Publisher:
ISBN:
Category :
Languages : en
Pages : 0

Book Description


The Psychology of Video Games

The Psychology of Video Games PDF Author: Celia Hodent
Publisher: Routledge
ISBN: 1000194760
Category : Psychology
Languages : en
Pages : 105

Book Description
What impact can video games have on us as players? How does psychology influence video game creation? Why do some games become cultural phenomena? The Psychology of Video Games introduces the curious reader to the relationship between psychology and video games from the perspective of both game makers and players. Assuming no specialist knowledge, this concise, approachable guide is a starter book for anyone intrigued by what makes video games engaging and what is their psychological impact on gamers. It digests the research exploring the benefits gaming can have on players in relation to education and healthcare, considers the concerns over potential negative impacts such as pathological gaming, and concludes with some ethics considerations. With gaming being one of the most popular forms of entertainment today, The Psychology of Video Games shows the importance of understanding the human brain and its mental processes to foster ethical and inclusive video games.

Trends and Applications of Serious Gaming and Social Media

Trends and Applications of Serious Gaming and Social Media PDF Author: Youngkyun Baek
Publisher: Springer
ISBN: 981456026X
Category : Technology & Engineering
Languages : en
Pages : 189

Book Description
This book highlights the challenges and potential of educational learning or industry-based training using serious games and social media platforms. In particular, the book addresses applications used in businesses and education-related organizations in Asia, where the framework and experience of serious games have been used to address specific problems in the real world. The topics that will be present in this book includes future of serious games and immersive technologies and their impact on society; online and mobile games; achievement systems in serious games; persuasive technology and games for saving and money management; malware analytics for social networking; serious games for mental health interventions; educational implications of social network games; learning and acquiring subject knowledge using serious games in classrooms. The target audience for this book includes scientists, engineers and practitioners involved in the field of Serious Games. The major part of this book comprises of papers that have been presented at the Serious Games and Social Connect 2012 conference held in Singapore (October 4, 2012). All the contributions have been peer reviewed and by scientific committee members with report about quality, content and originality.

Video Games Playing and Watching Effectiveness

Video Games Playing and Watching Effectiveness PDF Author: B. Smitha
Publisher: Meem Publishers
ISBN: 9787582217934
Category :
Languages : en
Pages : 0

Book Description
This examines the impact of both playing and watching video games on individuals. In recent years, video games have become a prominent form of entertainment and leisure activity, raising questions about their effects on cognitive, emotional, and behavioral aspects. This research adopts a comprehensive approach, investigating the cognitive and psychological consequences of actively playing video games versus passively watching others play. By utilizing controlled experiments and surveys, the study delves into how these two modes of engagement influence attention, decision-making, problem-solving skills, and emotional responses. The findings of this study have wide-ranging implications for various stakeholders, including educators, parents, and game developers. Understanding the potential benefits and drawbacks of both playing and watching video games can help in designing educational games, formulating guidelines for healthy gaming habits, and enhancing the overall gaming experience. Moreover, the research addresses concerns related to potential negative effects such as excessive screen time, desensitization to violence, and social isolation. By shedding light on the nuances of video game engagement, the study aims to contribute to a more informed and balanced perspective on this prevalent form of entertainment. Ultimately, this research strives to provide evidence-based insights into the effectiveness of video games in various contexts, fostering informed discussions and guiding future research in the realm of gaming and its influence on individuals' cognitive and emotional development.

Digital Marketing Strategies and Models for Competitive Business

Digital Marketing Strategies and Models for Competitive Business PDF Author: Pinto, Filipe Mota
Publisher: IGI Global
ISBN: 1799829650
Category : Business & Economics
Languages : en
Pages : 240

Book Description
Modern marketing practices have evolved to become a dynamic meeting point for technology practitioners and business professionals. Digital technologies have added a new paradigm to the way businesses are projected, communicated, and developed through their marketing activities, from message delivery to content production. Digital Marketing Strategies and Models for Competitive Business is a collection of innovative research that seeks to connect theory with application, identifying best practices over digital marketing to business purposes. While highlighting topics including consumer analysis, search engine marketing, and marketing communications, this book is ideally designed for marketers, managers, executives, advertisers, graphic designers, researchers, practitioners, entrepreneurs, policymakers, and educators.

Public Health Communication

Public Health Communication PDF Author: Claudia Parvanta
Publisher: Jones & Bartlett Learning
ISBN: 128414674X
Category : Education
Languages : en
Pages : 530

Book Description
Designed for master’s level study, Public Health Communication: Critical Tools and Strategies will prepare new graduates for any entry level position in public health policy/advocacy, health communication, health promotion, social marketing, or community health education. Filled with practical examples, the book is also a valuable resource for those preparing for the CPH or CHES exams. Students will learn core concepts for planning a communication framework as well key strategies for educating the public about health issues including understanding and reporting science, communicating for policy and advocacy, and health literacy and numeracy. The book thoroughly explores classic theories of persuasion in communication such as Extended Parallel Process Model, Inoculation, Sensation Value, and Cognitive Value. The most current forms of digital/multimedia/interactive channels of communication are examined.

Media Audiences

Media Audiences PDF Author: John L. Sullivan
Publisher: SAGE
ISBN: 1412970423
Category : Business & Economics
Languages : en
Pages : 281

Book Description
Whether we are watching TV, surfing the Internet, listening to our iPods, or reading a novel, we are all engaged with media as a member of an audience. Despite the widespread use of this term in our popular culture, the meaning of the "audience" is complex, and it has undergone significant historical shifts as new forms of mediated communication have developed from print, telegraphy, and radio to film, television, and the Internet. Media Audiences explores the concept of media audiences from four broad perspectives: as "victims" of mass media, as market constructions & commodities, as users of media, and as producers & subcultures of mass media. The goal of the text is for students to be able to think critically about the role and status of media audiences in contemporary society, reflecting on their relative power in relation to institutional media producers.

New Perspectives on the Social Aspects of Digital Gaming

New Perspectives on the Social Aspects of Digital Gaming PDF Author: Rachel Kowert
Publisher: Routledge
ISBN: 1317243625
Category : Computers
Languages : en
Pages : 274

Book Description
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.

The Ethics of Computer Games

The Ethics of Computer Games PDF Author: Miguel Sicart
Publisher: MIT Press
ISBN: 0262261537
Category : Social Science
Languages : en
Pages : 273

Book Description
Why computer games can be ethical, how players use their ethical values in gameplay, and the implications for game design. Despite the emergence of computer games as a dominant cultural industry (and the accompanying emergence of computer games as the subject of scholarly research), we know little or nothing about the ethics of computer games. Considerations of the morality of computer games seldom go beyond intermittent portrayals of them in the mass media as training devices for teenage serial killers. In this first scholarly exploration of the subject, Miguel Sicart addresses broader issues about the ethics of games, the ethics of playing the games, and the ethical responsibilities of game designers. He argues that computer games are ethical objects, that computer game players are ethical agents, and that the ethics of computer games should be seen as a complex network of responsibilities and moral duties. Players should not be considered passive amoral creatures; they reflect, relate, and create with ethical minds. The games they play are ethical systems, with rules that create gameworlds with values at play. Drawing on concepts from philosophy and game studies, Sicart proposes a framework for analyzing the ethics of computer games as both designed objects and player experiences. After presenting his core theoretical arguments and offering a general theory for understanding computer game ethics, Sicart offers case studies examining single-player games (using Bioshock as an example), multiplayer games (illustrated by Defcon), and online gameworlds (illustrated by World of Warcraft) from an ethical perspective. He explores issues raised by unethical content in computer games and its possible effect on players and offers a synthesis of design theory and ethics that could be used as both analytical tool and inspiration in the creation of ethical gameplay.

Managing Your Gaming and Social Media Habits

Managing Your Gaming and Social Media Habits PDF Author: Catherine Knibbs
Publisher:
ISBN: 9781032617251
Category : Habit breaking
Languages : en
Pages : 0

Book Description
"The influence of technology on hobbies and leisure time is quickly becoming a regular part of daily life, but how much do we really understand about how or why we're using it, and its impact on our health? This easy-to-read guide is designed to provide all of the support needed to understand why we use technology the way we do, and how we can recognise when interventions are needed to help master our own technology use. Following an effective Q&A structure and offering a valuable 'dip in and out' approach, this book provides expert guidance on all the burning questions related to our technology use, with particular support for those struggling to regulate their own gaming and social media use. It focuses on the science and avoids scaremongering by simply addressing the bits you need to understand, what you can do about your behaviours, and how this can improve your productivity, mental health, sleep, and diet. Helping readers and their families take back control and feel better informed about the future use of technology in our everyday lives, this book is a must read for anyone wanting expert guidance on the issues that matter most"--