Playing Video Games Motives, Responses, and Consequences / Edition 1

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Overview

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.

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Editorial Reviews

From the Publisher
"...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 collection is a veritable candy store for students of human behavior at all levels. Because it covers so many different facets of gaming, it will be appealing to man types of audiences....This volume will get anyone up to speed who wants familiarity with the field and will provide an excellent synthesis for experts in one area who would like to expand their conceptualization of the entire field."
PsycCRITIQUES

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Product Details

  • ISBN-13: 9780805853223
  • Publisher: Taylor & Francis
  • Publication date: 2/28/2006
  • Series: Routledge Communication Series
  • Edition description: New Edition
  • Edition number: 1
  • Pages: 480
  • Product dimensions: 6.90 (w) x 9.90 (h) x 0.90 (d)

Table of Contents

1 Playing video games as entertainment 1
2 Designing the experience of interactive play 9
3 A brief biography of computer games 25
4 The (computer) games people play 43
5 Perps, pimps, and provocative clothing : examining negative content patterns in video games 57
6 Massively multiplayer online games 77
7 Why people play games : an industry perspective 91
8 Why play? : an evolutionary perspective 101
9 The influence of personality factors on computer game choice 115
10 Effectance, self-efficacy, and the motivation to play video games 133
11 What attracts children? 147
12 Adolescents and the appeal of video games 165
13 Selective exposure to video games 181
14 A brief social history of game play 197
15 Video game uses and gratifications as predicators of use and game preference 213
16 The role of presence in the experience of electronic games 225
17 The role of music in video games 241
18 Narrative and interactivity in computer games 259
19 Realism, imagination, and narrative video games 275
20 Playing online 291
21 What went wrong with The Sims online : cultural learning and barriers to identification in a massively multiplayer online role-playing game 307
22 What do we know about social and psychological effects of computer games? : a comprehensive review of the current literature 325
23 Aggression and violence as effects of playing violent video games? 347
24 A theoretical model of the effects and consequences of playing video games 363
25 What can we learn from playing interactive games? 379
26 Video games for entertainment and education 399
27 Game playing and adolescents' development 415
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