The Video Game Debate 2


Book Description

This student-friendly book provides an accessible overview of the primary debates about the effects of video games. It expands on the original The Video Game Debate to address the new technologies that have emerged within the field of game studies over the last few years. Debates about the negative effects of video game play have been evident since their introduction in the 1970s, but the advent of online and mobile gaming has revived these concerns, reinvigorating old debates and generating brand new ones. The Video Game Debate 2 draws from the latest research findings from the top scholars of digital games research to address these concerns. The book explores key developments such as virtual and augmented reality, the use of micro-transactions, the integration of loot boxes, and the growth of mobile gaming and games for change (serious games). Furthermore, several new chapters explore contemporary debates around e-sports, gamification, sex and gender discrimination in games, and the use of games in therapy. This book offers students and scholars of games studies and digital media, as well as policymakers, the essential information they need to participate in the debate.




The Debate About Playing Video Games


Book Description

Provides a thorough overview of the major pros and cons of playing video games. Readable text, interesting sidebars, and illuminating infographics invite readers to jump in and join the debate.




Video Games, Crime and Next-Gen Deviance


Book Description

The ebook edition of this title is Open Access, thanks to Knowledge Unlatched funding, freely available to read online. Drawing on the emerging deviant literature perspective, this book explores a range of culturally embedded harms and other activities to offer new insight on the idea that video games are intertwined with forms of deviancy.




Grand Theft Childhood


Book Description

Listening to pundits and politicians, you'd think that the relationship between violent video games and aggressive behavior in children is clear. Children who play violent video games are more likely to be socially isolated and have poor interpersonal skills. Violent games can trigger real-world violence. The best way to protect our kids is to keep them away from games such as Grand Theft Auto that are rated M for Mature. Right? Wrong. In fact, many parents are worried about the wrong things! In 2004, Lawrence Kutner, PhD, and Cheryl K. Olson, ScD, cofounders and directors of the Harvard Medical School Center for Mental Health and Media, began a $1.5 million federally funded study on the effects of video games. In contrast to previous research, their study focused on real children and families in real situations. What they found surprised, encouraged and sometimes disturbed them: their findings conform to the views of neither the alarmists nor the video game industry boosters. In Grand Theft Childhood: The Surprising Truth about Violent Video Games and What Parents Can Do, Kutner and Olson untangle the web of politics, marketing, advocacy and flawed or misconstrued studies that until now have shaped parents' concerns. Instead of offering a one-size-fits-all prescription, Grand Theft Childhood gives the information you need to decide how you want to handle this sensitive issue in your own family. You'll learn when -- and what kinds of -- video games can be harmful, when they can serve as important social or learning tools and how to create and enforce game-playing rules in your household. You'll find out what's really in the games your children play and when to worry about your children playing with strangers on the Internet. You'll understand how games are rated, how to make best use of ratings and the potentially important information that ratings don't provide. Grand Theft Childhood takes video games out of the political and media arenas, and puts parents back in control. It should be required reading for all families who use game consoles or computers. Almost all children today play video or computer games. Half of twelve-year-olds regularly play violent, Mature-rated games. And parents are worried... "I don't know if it's an addiction, but my son is just glued to it. It's the same with my daughter with her computer...and I can't be watching both of them all the time, to see if they're talking to strangers or if someone is getting killed in the other room on the PlayStation. It's just nerve-racking!" "I'm concerned that this game playing is just the kid and the TV screen...how is this going to affect his social skills?" "I'm not concerned about the violence; I'm concerned about the way they portray the violence. It's not accidental; it's intentional. They're just out to kill people in some of these games." What should we as parents, teachers and public policy makers be concerned about? The real risks are subtle and aren't just about gore or sex. Video games don't affect all children in the same way; some children are at significantly greater risk. (You may be surprised to learn which ones!) Grand Theft Childhood gives parents practical, research-based advice on ways to limit many of those risks. It also shows how video games -- even violent games -- can benefit children and families in unexpected ways. In this groundbreaking and timely book, Drs. Lawrence Kutner and Cheryl Olson cut through the myths and hysteria, and reveal the surprising truth about kids and violent games.




Video Game Influences on Aggression, Cognition, and Attention


Book Description

This book addresses the ongoing scientific debates regarding video games and their effects on players. The book features opposing perspectives and offers point and counterpoint exchanges in which researchers on both sides of a specific topic make their best case for their findings and analysis. Chapters cover both positive and negative effects of video games on players’ behavior and cognition, from contributing to violence and alienation to promoting therapeutic outcomes for types of cognitive dysfunction. The contrasting viewpoints model presents respectful scientific debate, encourages open dialogue, and allows readers to come to informed conclusions. Key questions addressed include: · Do violent video games promote violence? · Does video game addiction exist? · Should parents limit children’s use of interactive media? · Do action video games promote visual attention? · Does sexist content in video games promote misogyny in real life? · Can video games slow the progress of dementia? · Are video games socially isolating? Video Game Influences on Aggression, Cognition, and Attention is a must-have resource for researchers, clinicians and professionals as well as graduate students in developmental psychology, social work, educational policy and politics, criminology/criminal justice, child and school psychology, sociology, media law, and other related disciplines.




Violent Video Game Effects on Children and Adolescents


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.




The Psychology of Video Games


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.




Lost in a Good Game


Book Description

'Etchells writes eloquently ... A heartfelt defence of a demonised pastime' The Times 'Once in an age, a piece of culture comes along that feels like it was specifically created for you, the beats and words and ideas are there because it is your life the creator is describing. Lost In A Good Game is exactly that. It will touch your heart and mind. And even if Bowser, Chun-li or Q-Bert weren't crucial parts of your youth, this is a flawless victory for everyone' Adam Rutherford When Pete Etchells was 14, his father died from motor neurone disease. In order to cope, he immersed himself in a virtual world - first as an escape, but later to try to understand what had happened. Etchells is now a researcher into the psychological effects of video games, and was co-author on a recent paper explaining why WHO plans to classify 'game addiction' as a danger to public health are based on bad science and (he thinks) are a bad idea. In this, his first book, he journeys through the history and development of video games - from Turing's chess machine to mass multiplayer online games like World of Warcraft- via scientific study, to investigate the highs and lows of playing and get to the bottom of our relationship with games - why we do it, and what they really mean to us. At the same time, Lost in a Good Game is a very unusual memoir of a writer coming to terms with his grief via virtual worlds, as he tries to work out what area of popular culture we should classify games (a relatively new technology) under.




The Social Media Debate


Book Description

This accessible, student-friendly book provides a concise overview of the primary debates surrounding the impact and effects of social media. From Facebook, Twitter, and Instagram to Snapchat and TikTok, social media has become part of our everyday experience. However, its proliferation has brought a myriad of serious concerns about the long-term effects of social media on socializing and personal relationships and the impact on well-being and mental health (particularly in relation to children and adolescents), as well as issues linked to information and culture (such as privacy, misinformation, and manipulation). Featuring contributions by leading international scholars and established authorities such as Christian Fuchs, Henry Jenkins, Michael A. Stefanone, and Joan Donovan, editor Devan Rosen brings together key contemporary research from multiple disciplines in order to provide crucial insight into these debates. This book will be an important resource for students and scholars of media and communication, as well as educators, parents, policy makers, and clinicians interested in the impacts of social media.




A Parent's Guide to Video Games


Book Description

Over the last forty years, video games have transformed from a niche market to a multibillion-dollar industry. No longer limited to arcade parlors, video games are everywhere and are accessible at any time. Along with the popularization of video games has come a growing concern about their ability to transform those who play them into antisocial killing machines who are desensitized to violence, have no friends, and will forever live in their parents' basements. But are these fears based in reality? Over the last twenty years, psychologists, sociologists, and media scholars have been working hard to answer these questions. Until now, their findings have largely remained insulated within scientific circles and inaccessible to the general public. A Parent's Guide to Video Games breaks the long-standing barriers between science and society by providing the first comprehensive guide to the science behind the headlines. Drawing from the most recent research in the field of game studies, A Parent's Guide to Video Games was developed specifically to help parents better understand if, how, and why video game play can impact a child's physical, social, and psychological well-being. This includes addressing questions such as these: Will playing violent video games make my child more aggressive and more likely to commit violent crime? Is video game addiction real? If so, how do I know if my child is addicted to video games? Will video game play worsen the symptoms of attention deficit disorder (ADD)? Answers to these questions and many more are discussed inside. Armed with accurate and up-to-date scientific information, parents will begin to understand the science behind the headlines and be able to make more informed decisions for themselves and their families.