Video Games Playing and Watching Effectiveness PDF Download

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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.

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.

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.

Everything Bad is Good for You

Everything Bad is Good for You PDF Author: Steven Johnson
Publisher: Penguin
ISBN: 1101158018
Category : Social Science
Languages : en
Pages : 274

Book Description
From the New York Times bestselling author of How We Got To Now and Farsighted Forget everything you’ve ever read about the age of dumbed-down, instant-gratification culture. In this provocative, unfailingly intelligent, thoroughly researched, and surprisingly convincing big idea book, Steven Johnson draws from fields as diverse as neuroscience, economics, and media theory to argue that the pop culture we soak in every day—from Lord of the Rings to Grand Theft Auto to The Simpsons—has been growing more sophisticated with each passing year, and, far from rotting our brains, is actually posing new cognitive challenges that are actually making our minds measurably sharper. After reading Everything Bad is Good for You, you will never regard the glow of the video game or television screen the same way again. With a new afterword by the author.

What Video Games Have to Teach Us About Learning and Literacy. Second Edition

What Video Games Have to Teach Us About Learning and Literacy. Second Edition PDF Author: James Paul Gee
Publisher: Macmillan
ISBN: 1466886420
Category : Education
Languages : en
Pages : 233

Book Description
Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.

Extra Lives

Extra Lives PDF Author: Tom Bissell
Publisher: Vintage
ISBN: 0307474313
Category : Social Science
Languages : en
Pages : 258

Book Description
In Extra Lives, acclaimed writer and life-long video game enthusiast Tom Bissell takes the reader on an insightful and entertaining tour of the art and meaning of video games. In just a few decades, video games have grown increasingly complex and sophisticated, and the companies that produce them are now among the most profitable in the entertainment industry. Yet few outside this world have thought deeply about how these games work, why they are so appealing, and what they are capable of artistically. Blending memoir, criticism, and first-rate reportage, Extra Lives is a milestone work about what might be the dominant popular art form of our time.

Playing Video Games

Playing Video Games PDF Author: Peter Vorderer
Publisher: Routledge
ISBN: 1135257477
Category : Games & Activities
Languages : en
Pages : 605

Book Description
From security training simulations to war games to role-playing games, to sports games to gambling, playing video games has become a social phenomena, and the increasing number of players that cross gender, culture, and age is on a dramatic upward trajectory. Playing Video Games: Motives, Responses, and Consequences integrates communication, psychology, and technology to examine the psychological and mediated aspects of playing video games. It is the first volume to delve deeply into these aspects of computer game play. It fits squarely into the media psychology arm of entertainment studies, the next big wave in media studies. The book targets one of the most popular and pervasive media in modern times, and it will serve to define the area of study and provide a theoretical spine for future research. This unique and timely volume will appeal to scholars, researchers, and graduate students in media studies and mass communication, psychology, and marketing.

Reality Is Broken

Reality Is Broken PDF Author: Jane McGonigal
Publisher: Penguin
ISBN: 1101475498
Category : Psychology
Languages : en
Pages : 334

Book Description
“McGonigal is a clear, methodical writer, and her ideas are well argued. Assertions are backed by countless psychological studies.” —The Boston Globe “Powerful and provocative . . . McGonigal makes a persuasive case that games have a lot to teach us about how to make our lives, and the world, better.” —San Jose Mercury News “Jane McGonigal's insights have the elegant, compact, deadly simplicity of plutonium, and the same explosive force.” —Cory Doctorow, author of Little Brother A visionary game designer reveals how we can harness the power of games to boost global happiness. With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist entertainment alone? In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds. Written for gamers and non-gamers alike, Reality Is Broken shows that the future will belong to those who can understand, design, and play games. Jane McGonigal is also the author of SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient.

Violent Video Game Effects on Children and Adolescents

Violent Video Game Effects on Children and Adolescents PDF Author: Craig A. Anderson
Publisher: Oxford University Press
ISBN: 0195345568
Category : Psychology
Languages : en
Pages : 200

Book Description
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.

Watch Me Play

Watch Me Play PDF Author: T. L. Taylor
Publisher: Princeton University Press
ISBN: 0691184976
Category : Social Science
Languages : en
Pages : 328

Book Description
A look at the revolution in game live streaming and esports broadcasting Every day thousands of people broadcast their gaming live to audiences over the internet using popular sites such as Twitch, which reaches more than one hundred million viewers a month. In these new platforms for interactive entertainment, big esports events featuring digital game competitors live stream globally, and audiences can interact with broadcasters—and each other—through chat in real time. What are the ramifications of this exploding online industry? Taking readers inside home studios and backstage at large esports events, Watch Me Play investigates the rise of game live streaming and how it is poised to alter how we understand media and audiences. Through extensive interviews and immersion in this gaming scene, T. L. Taylor delves into the inner workings of the live streaming platform Twitch. From branding to business practices, she shows the pleasures and work involved in this broadcasting activity, as well as the management and governance of game live streaming and its hosting communities. At a time when gaming is being reinvented through social media, the potential of an ever-growing audience is transforming user-generated content and alternative distribution methods. These changes will challenge the meaning of ownership and intellectual property and open the way to new forms of creativity. The first book to explore the online phenomenon Twitch and live streaming games, Watch Me Play offers a vibrant look at the melding of private play and public entertainment.

Handbook of Research on Effective Electronic Gaming in Education

Handbook of Research on Effective Electronic Gaming in Education PDF Author: Ferdig, Richard E.
Publisher: IGI Global
ISBN: 1599048116
Category : Technology & Engineering
Languages : en
Pages : 1762

Book Description
"This book presents a framework for understanding games for educational purposes while providing a broader sense of current related research. This creative and advanced title is a must-have for those interested in expanding their knowledge of this exciting field of electronic gaming"--Provided by publisher.