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Playing Video Games
Motives, Responses, and Consequences
Taschenbuch von Jennings Bryant (u. a.)
Sprache: Englisch

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Beschreibung

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.

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.

Über den Autor
Vorderer Peter
Inhaltsverzeichnis

Contents: Foreword. Preface. P. Vorderer, J. Bryant, K.M. Pieper, R. Weber, Playing Video Games as Entertainment. M. Sellers, Designing the Experience of Interactive Play. Part I: The Product.H. Lowood, A Brief Biography of Computer Games. B.P. Smith, The (Computer) Games People Play. S. Smith, Perps, Pimps, and Provocative Clothing: Examining Negative Content Patterns in Video Games. E. Chan, P. Vorderer, Massively Multiplayer Online Games. Part II: Motivation and Selection.G.C. Klug, J. Schell, Why People Play Games: An Industry Perspective. P. Ohler, G. Nieding, Why Play? An Evolutionary Perspective. T. Hartmann, C. Klimmt, The Influence of Personality Factors on Computer Game Choice. C. Klimmt, T. Hartmann, Effectance, Self-Efficacy, and the Motivation to Play Video Games. M. von Salisch, C. Oppl, A. Kristen, What Attracts Children? A.A. Raney, J.K. Smith, K. Baker, Adolescents and the Appeal of Video Games. J. Bryant, J. Davies, Selective Exposure to Video Games. Part III: Reception and Reaction Processes.D. Williams, A Brief Social History of Game Play. J.L. Sherry, K. Lucas, B.S. Greenberg, K. Lachlan, Video Game Uses and Gratifications as Predicators of Use and Game Preference. R. Tamborini, P. Skalski, The Role of Presence in the Experience of Electronic Games. S.M. Zehnder, S.D. Lipscomb, The Role of Music in Video Games. K.M. Lee, N. Park, S-A. Jin, Narrative and Interactivity in Computer Games. M.A. Shapiro, J. Pe¿a-Herborn, J.T. Hancock, Realism, Imagination, and Narrative Video Games. A-S. Axelsson, T. Regan, Playing Online. F.F. Steen, P.M. Greenfield, M.S. Davies, B. Tynes, What Went Wrong With The Sims Online: Cultural Learning and Barriers to Identification in a Massively Multiplayer Online Role-Playing Game. Part IV: Effects and Consequences.K.M. Lee, W. Peng, What Do We Know About Social and Psychological Effects of Computer Games? A Comprehensive Review of the Current Literature. R. Weber, U. Ritterfeld, A. Kostygina, Aggression and Violence as Effects of Playing Violent Video Games? K.E. Buckley, C.A. Anderson, A Theoretical Model of the Effects and Consequences of Playing Video Games. D.A. Lieberman, What Can We Learn From Playing Interactive Games? U. Ritterfeld, R. Weber, Video Games for Entertainment and Education. K. Durkin, Game Playing and Adolescents' Development.

Details
Erscheinungsjahr: 2006
Genre: Informatik
Rubrik: Naturwissenschaften & Technik
Medium: Taschenbuch
ISBN-13: 9780805853223
ISBN-10: 0805853227
Sprache: Englisch
Einband: Kartoniert / Broschiert
Redaktion: Bryant, Jennings
Vorderer, Peter
Hersteller: Taylor & Francis Inc
Maße: 227 x 164 x 56 mm
Von/Mit: Jennings Bryant (u. a.)
Erscheinungsdatum: 28.03.2006
Gewicht: 0,826 kg
Artikel-ID: 127165615
Über den Autor
Vorderer Peter
Inhaltsverzeichnis

Contents: Foreword. Preface. P. Vorderer, J. Bryant, K.M. Pieper, R. Weber, Playing Video Games as Entertainment. M. Sellers, Designing the Experience of Interactive Play. Part I: The Product.H. Lowood, A Brief Biography of Computer Games. B.P. Smith, The (Computer) Games People Play. S. Smith, Perps, Pimps, and Provocative Clothing: Examining Negative Content Patterns in Video Games. E. Chan, P. Vorderer, Massively Multiplayer Online Games. Part II: Motivation and Selection.G.C. Klug, J. Schell, Why People Play Games: An Industry Perspective. P. Ohler, G. Nieding, Why Play? An Evolutionary Perspective. T. Hartmann, C. Klimmt, The Influence of Personality Factors on Computer Game Choice. C. Klimmt, T. Hartmann, Effectance, Self-Efficacy, and the Motivation to Play Video Games. M. von Salisch, C. Oppl, A. Kristen, What Attracts Children? A.A. Raney, J.K. Smith, K. Baker, Adolescents and the Appeal of Video Games. J. Bryant, J. Davies, Selective Exposure to Video Games. Part III: Reception and Reaction Processes.D. Williams, A Brief Social History of Game Play. J.L. Sherry, K. Lucas, B.S. Greenberg, K. Lachlan, Video Game Uses and Gratifications as Predicators of Use and Game Preference. R. Tamborini, P. Skalski, The Role of Presence in the Experience of Electronic Games. S.M. Zehnder, S.D. Lipscomb, The Role of Music in Video Games. K.M. Lee, N. Park, S-A. Jin, Narrative and Interactivity in Computer Games. M.A. Shapiro, J. Pe¿a-Herborn, J.T. Hancock, Realism, Imagination, and Narrative Video Games. A-S. Axelsson, T. Regan, Playing Online. F.F. Steen, P.M. Greenfield, M.S. Davies, B. Tynes, What Went Wrong With The Sims Online: Cultural Learning and Barriers to Identification in a Massively Multiplayer Online Role-Playing Game. Part IV: Effects and Consequences.K.M. Lee, W. Peng, What Do We Know About Social and Psychological Effects of Computer Games? A Comprehensive Review of the Current Literature. R. Weber, U. Ritterfeld, A. Kostygina, Aggression and Violence as Effects of Playing Violent Video Games? K.E. Buckley, C.A. Anderson, A Theoretical Model of the Effects and Consequences of Playing Video Games. D.A. Lieberman, What Can We Learn From Playing Interactive Games? U. Ritterfeld, R. Weber, Video Games for Entertainment and Education. K. Durkin, Game Playing and Adolescents' Development.

Details
Erscheinungsjahr: 2006
Genre: Informatik
Rubrik: Naturwissenschaften & Technik
Medium: Taschenbuch
ISBN-13: 9780805853223
ISBN-10: 0805853227
Sprache: Englisch
Einband: Kartoniert / Broschiert
Redaktion: Bryant, Jennings
Vorderer, Peter
Hersteller: Taylor & Francis Inc
Maße: 227 x 164 x 56 mm
Von/Mit: Jennings Bryant (u. a.)
Erscheinungsdatum: 28.03.2006
Gewicht: 0,826 kg
Artikel-ID: 127165615
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