Sports, Games, and Play


Book Description

This updated study of sports and recreation utilizes the most current research, introducing the latest innovations and analyses in new chapters while revising and expanding chapters from the previous edition. Presenting diverse methodological and conceptual approaches, this anthology reflects the current view of sports as a "natural laboratory" for ecologically valid research. This collection contains literature reviews, innovative theories and methods, and essays on various psychological and social aspects of sports, games, and organized play.










Playing Video Games


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.







Motivation And Emotion In Spor


Book Description

First Published in 2004. Why did Michael Jordan quit basketball and take up baseball? Why was Martina Navratilova so successful as a professional tennis player? Why did Diego Maradona take performance­ enhancing drugs during the 1994 soccer World Cup? Why did ice-skater Tonya Harding involve herself in physical attacks on her Olympic rival Nancy Kerrigan? These and many other questions about aspects of motivation and emotion in sport are addressed in this book. The theoretical background to the book is provided by reversal theory, a general psychological theory which is demonstrating its usefulness and versatility as it is being increasingly applied within sport psychology. Reversal theory's systematic conceptual framework allows a unique perspective for interpreting behaviour in sport contexts. Topics discussed include the motivation behind individual participation in different types of sport and the special attraction of dangerous sports; the psychological processes involved in winning and losing in competitive sport; the enjoyment of being aggressive and violent in team contact sports; the maintenance and enhancement of individual well-being, including stress management and coping through sport and exercise; problems which may arise as result of over-participation; and stress, burnout, and overload in competitive sport. Real-life examples are combined with research findings to provide an understanding of the emotional background and changes which accompany the individual's unique experience in sport. In addition, suggestions as to applications of reversal theory in new areas of sport psychology and the future direction of reversal theory-based sport research are outlined. For those interested in a truly insightful understanding of human behaviour in sport, this book will be required reading.




Why Do We Play?


Book Description

Abstract: The uses and gratifications paradigm presents a framework for understanding what motivates people to use media. Guided by the uses and gratifications perspective, motivations for playing digital and hobby games were examined through a content analysis of 901 participants' responses to the questions "what led you to start playing?" and "what led you to continue playing?" A typology of seven motivations identified in the content analysis is presented. The most frequently reported motivations were social, diversion, and critical thinking. Respondents were more likely to report social motivations as reasons to start playing, whereas diversion motivations were more frequently reported reasons for continuing to play. Follow up analyses were conducted to determine if and how demographic factors like gender, frequency of play and type of game played affect reported motivations. The hypothesis that men would report more accomplishment motivations was disconfirmed. The hypothesis that women would report more relational motivations was supported. Men reported significantly more critical thinking motivations and women reported significantly more identity motivations. These findings are related to Tannen's (1996) findings on gender. Type of game played significantly affected motivations, such that non-digital players more frequently report social motivations than digital players. Frequency of play did not significantly affect motivations. Findings are contextualized in terms of uses and gratifications, and implications for future research and the digital and non-digital game industries are discussed.




Video Games


Book Description

From their inception, video games quickly became a major new arena of popular entertainment. Beginning with very primitive games, they quickly evolved into interactive animated works, many of which now approach film in terms of their visual excitement. But there are important differences, as Arthur Asa Berger makes clear in this important new work. Films are purely to be viewed, but video involves the player, moving from empathy to immersion, from being spectators to being actively involved in texts. Berger, a renowned scholar of popular culture, explores the cultural significance of the expanding popularity and sophistication of video games and considers the biological and psychoanalytic aspects of this phenomenon.Berger begins by tracing the evolution of video games from simple games like Pong to new, powerfully involving and complex ones like Myst and Half-Life. He notes how this evolution has built the video industry, which includes the hardware (game-playing consoles) and the software (the games themselves), to revenues comparable to the American film industry.




Motivation and Emotion in Sport Reversal Theory


Book Description

The theoretical background to this book is provided by reversal theory, a general psychological theory which is demonstrating its usefulness and versatility as it is being increasingly applied within sport psychology.