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Video games : parents' perceptions, role of social media and effects on behavior / Jeffrey Graham, editor.

EBSCOhost Academic eBook Collection (North America) Available online

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EBSCOhost eBook Community College Collection Available online

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Format:
Book
Contributor:
Graham, Jeffrey, editor.
Series:
Media and communications-- technologies, policies and challenges.
Media and Communications : Technologies, Policies and Challenges
Language:
English
Subjects (All):
Video games--Social aspects.
Video games.
Physical Description:
1 online resource (189 p.)
Place of Publication:
New York, [New York] : Nova Publishers, 2014.
Language Note:
English
Summary:
Video games are not necessarily uniform in the "lessons" they teach players. Indeed, even violent video games are not simply hotbeds of violent content. For example, the popular Call of Duty and Resident Evil series require players to behave violently in order to protect other people or computer characters. Thus, in these games, aggression is taught in simultaneity with altruism. The questions, then, arise 1) whether social learning is an appropriate explanation for long-term effects of games, and 2) whether games can only teach antisocial lessons. The first chapter of this book addresses video game effects from a long-term, holistic perspective, focusing on antisocial and prosocial outcomes, using a conveniently collected survey dataset. Moreover, this book also analyzes video games by different genres. Furthermore, this book provides information on associations and gender differences in children's situational motivation, rate of perceived exertion and physical activity levels in exergaming; the efficiency of brain training versus recreational video games; the effect of social media in the video game industry; video games and their correlation with school and cognitive performance; video games and the effect they may have on seizures; and video gaming and the enhancement of prosocial behaviors.
Contents:
The possible prosocial and antisocial effects of playing video games frequently / J.J. De Simone
Children's situational motivation, rate of perceived exertion and physical activity levels in exergaming : associations and gender differences / Zan Gao, Leslie Podlog, Jung Eun Lee
Efficiency of brain training vs. recreational video games for cognitive/academic performance : a synthesis of 3 experiments / Sonia Lorant, Alain Lieury
Communities of players : scale and scope, and the effect of social medias in the video game industry / Thierry Burger-Helmchen
Video games and school/cognitive performances : a study on 27000 middle school teenagers / Alain Lieury, Sonia Lorant, Bruno Trosseille, Françoise Champault, Ronan Vourc¿h
Video games and seizures : a review / G.F.A. Harding, A.G. Harding
Gaming for good : video games and enhancing prosocial behaviour / Holli-Anne Passmore, Mark D. Holder.
Notes:
Description based upon print version of record.
Includes bibliographical references at the end of each chapters and index.
Description based on online resource; title from PDF title page (ebrary, viewed May 13, 2014).
ISBN:
1-63321-016-2

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