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Playing video games : motives, responses, and consequences

Author: Jennings Bryant; Peter Vorderer
Publisher: New-York : Routledge, 2006.
Series: LEA's communication series
Edition/Format:   Print book : EnglishView all editions and formats
Summary:
Quatrième de couverture : 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  Read more...
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Material Type: Internet resource
Document Type: Book, Internet Resource
All Authors / Contributors: Jennings Bryant; Peter Vorderer
ISBN: 0805853219 0805853227 9780805853223 9780805853216
OCLC Number: 798981976
Description: xiv, 464 p. : ill. ; 26 cm.
Contents: 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. Pea-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.
Series Title: LEA's communication series
Responsibility: edited by Peter Vorderer, Jennings Bryant.
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Abstract:

When Palladas, the Greek poet who flourished in the 4th century AD, said that life is but a game, he hardly could have imagined how pervasive games could become in every aspect of our modern lives.  Read more...

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"...highly informative 400 page read....each chapter is packed full of juicy information that'll improve your debates concerning the virtues and pitfalls of gaming and beyond..."-CiN Weekly"The Read more...

 
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