The Effects of Video Games on Children

The Effects of Video Games on Children
Author: Barrie Gunter
Publisher: A&C Black
Total Pages: 186
Release: 1998-01-01
Genre: Social Science
ISBN: 9781850758334

The rapid growth in popularity of computer and video games, particularly among children and teenagers, has given rise to public concern about the effects they might have on youngsters. The violent themes of many of these games, coupled with their interactive nature, have led to accusations that they may be worse than televised violence in affecting children's antisocial behaviour. Other allegations are that they have an addictive quality and that excessive playing results in a diminished social contact and poorer school performance. But how bad are video games? There are strong methodological reasons for not accepting the evidence for video games effects at face value. There are also positive signs that playing these games can enhance particular mental competencies in children. This book provides an up-to-date review and critique of research evidence from around the world in an attempt to put the issue of video game effects into perspective.

Encyclopedia of Video Games [3 volumes]

Encyclopedia of Video Games [3 volumes]
Author: Mark J. P. Wolf
Publisher: Bloomsbury Publishing USA
Total Pages: 1365
Release: 2021-05-24
Genre: Games & Activities
ISBN: 1440870209

Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.

The Composition of Video Games

The Composition of Video Games
Author: Johansen Quijano
Publisher: McFarland
Total Pages: 243
Release: 2019-10-11
Genre: Games & Activities
ISBN: 1476637156

Video games are a complex, compelling medium in which established art forms intersect with technology to create an interactive text. Visual arts, architectural design, music, narrative and rules of play all find a place within, and are constrained by, computer systems whose purpose is to create an immersive player experience. In the relatively short life of video game studies, many authors have approached the question of how games function, some focusing on technical aspects of game design, others on rules of play. Taking a holistic view, this study explores how ludology, narratology, visual rhetoric, musical theory and player psychology work (or don't work) together to create a cohesive experience and to provide a unified framework for understanding video games.

Video Games as Culture

Video Games as Culture
Author: Daniel Muriel
Publisher: Routledge
Total Pages: 198
Release: 2018-03-14
Genre: Social Science
ISBN: 1317223926

Video games are becoming culturally dominant. But what does their popularity say about our contemporary society? This book explores video game culture, but in doing so, utilizes video games as a lens through which to understand contemporary social life. Video games are becoming an increasingly central part of our cultural lives, impacting on various aspects of everyday life such as our consumption, communities, and identity formation. Drawing on new and original empirical data – including interviews with gamers, as well as key representatives from the video game industry, media, education, and cultural sector – Video Games as Culture not only considers contemporary video game culture, but also explores how video games provide important insights into the modern nature of digital and participatory culture, patterns of consumption and identity formation, late modernity, and contemporary political rationalities. This book will appeal to undergraduate and postgraduate students, as well as postdoctoral researchers, interested in fields such Video Games, Sociology, and Media and Cultural Studies. It will also be useful for those interested in the wider role of culture, technology, and consumption in the transformation of society, identities, and communities.

Wordplay and the Discourse of Video Games

Wordplay and the Discourse of Video Games
Author: Christopher A. Paul
Publisher: Routledge
Total Pages: 227
Release: 2012-03-15
Genre: Games & Activities
ISBN: 1136343059

In this timely new book, Christopher Paul analyzes how the words we use to talk about video games and the structures that are produced within games shape a particular way of gaming by focusing on how games create meaning, lead to identification and division, persuade, and circulate ideas. Paul examines the broader social discourse about gaming, including: the way players are socialized into games; the impact of the lingering association of video games as kid's toys; the dynamics within specific games (including Grand Theft Auto and EA Sports Games); and the ways in which players participate in shaping the discourse of games, demonstrated through examples like the reward system of World of Warcraft and the development of theorycraft. Overall, this book illustrates how video games are shaped by words, design and play; all of which are negotiated, ongoing practices among the designers, players, and society that construct the discourse of video games.

How to Play Video Games

How to Play Video Games
Author: Matthew Thomas Payne
Publisher: NYU Press
Total Pages: 376
Release: 2019-03-26
Genre: Games & Activities
ISBN: 147980214X

Forty original contributions on games and gaming culture What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building? From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays from today’s leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.

Playing Video Games

Playing Video Games
Author: Rachel Seigel
Publisher: Weigl Publishers
Total Pages: 48
Release: 2019-08-01
Genre: Juvenile Nonfiction
ISBN: 1489696105

While video games were traditionally for entertainment only, they are now becoming a teaching tool in the classroom. They can help to develop a person’s focus and concentration. Find out more in Playing Video Games, a title in the Debating the Issues series. Each title in the series features easy-to-read text, stunning visuals, and a challenging educational activity. A unique book code printed on page 2 unlocks multimedia content. These books come alive with video, audio, weblinks, slideshows, activities, hands-on experiments, and much more.

Multiliteracies in the Foreign Language Classroom. Using Video Games in the FLC

Multiliteracies in the Foreign Language Classroom. Using Video Games in the FLC
Author: Isabelle Humburg
Publisher: GRIN Verlag
Total Pages: 27
Release: 2015-03-10
Genre: Foreign Language Study
ISBN: 3656915946

Seminar paper from the year 2014 in the subject Didactics for the subject English - Pedagogy, Literature Studies, grade: 1,7, Justus-Liebig-University Giessen, course: Multiliteracies in the Foreign Language Classroom, language: English, abstract: According to a survey published in 2013 nearly every youth spends roughly 180 minutes online every day during the school week (MPFS 2013: 64). Of the asked adolescents, 45% said that they play computer, console or online games regularly and gave the estimate of “76 minutes on weekdays and 101 minutes on weekends” (MPFS 2013:65) spend playing digital games. There is a term for all those born after the 1970s, that grew up surrounded and using technology on a daily basis: digital natives (Schoolnet 2009: 6). This new generation of born natives uses digital devices with little to no instruction. One could say they are fluent or literate in this 'language'. These digital natives use this technology based language to communicate, express themselves, as well as to understand and manipulate their environment. They use social networking sites as well as digital games, often combined with each other, to entertain themselves. Through their constant use digital natives are used to an environment, which constantly rewards them for things like endurance (daily log in rewards) or finishing things in a timely matter (finishing in a quest in a certain time frame). This kind of reward system is what they expect in the classroom. A traditional classroom environment may not be motivating enough for this new generation of learners (Schoolnet 2009: 6). This term paper deals with digital games in the English foreign language classroom (EFL). As students clearly enjoy playing these games and are motivated to do so on a nearly daily basis, why not use this kind of motivation to learn English? In the following the theory behind the usage and advantage of digital games in the classroom is outlined. In the end there is a teaching proposal for a unit, that uses an online game to teach historical facts and events.

Make Money Playing Video Games

Make Money Playing Video Games
Author: kevin jones
Publisher: eBook Partnership
Total Pages: 47
Release: 2018-10-21
Genre: Games & Activities
ISBN: 1912924064

What is the very Definition of Success? Getting Paid to do something you Love So Much you'd Do It For FREE!! Like Gaming!Do You Love Gaming? Do You Need To Make Money? Would You Like To Do Both At The Same Time? That's Right! I said making money playing video gamesIf you said YES, I know Exactly how you Feel! And I have been Unstoppably Psyched since I figured this out. I went from a dead end job I hated, to actually making money in my shorts playing Video Games!What is the very Definition of Success? Getting Paid to do something you Love So Much you'd Do It For FREE!! Like Gaming!What are you doing for money now?If you are young, or still in school, then you're probably stuck doing jobs like Delivering Pizzas, working for a fast food place, or maybe doing menial work like yard care or cleaning. You know that what you are learning in College will pay off someday, but for now,Or maybe you didn't go to school, and you don't have trade skills. So you're stuck working a minimum wage Slave like stocking shelves, or working a retail job you hate!Well, if you Love Gaming, and you can't run away with the Circus, then maybe you should try to make some money by doing something you really love.- Did you know that every year more and more people are quitting the 9-5 grind and their jobs to work for themselves on the internet?- Did you know that the gaming industry is now one of the largest and fastest growing industries in the world making it a multi-billion dollar industry?- Did you know that as you are sitting here reading this pitch page that myself and other gamers make our living from games like Minecraft & Grand Theft Auto 5?- Did you know that last year I made over $120,000 real dollars from doing what i love and passionate about the very same methods I talk about in this guide?- Did you know that making real money playing video games is not only easy, but after you read what I have to say, you'll probably be able to make money too within your first month?See you probably know by now that money is being made online. There are guys who make 20k per game review and then there are guys like pewdiepie who makes 10 Millions a year doing lets play videos on Youtube.So what makes You! any different from them? Why aren't You! making that kind of money?I'll answer that for youPassion + Knowledge + Action = SuccessThis is the only book you need to learn how to Make Money...This is it friends. I couldn't care less whether or not you get this product. I make over six figures a year. If you want to start taking control of your life, get some free time, and get some extra cash, now is the time to do it.If You Download This Today You'll Learn... - The theory behind making money on the Internet and why it works and will work for you - How to make money using websites and what to put on them to generate you the most cash - How to sell almost any product on the internet using affiliate programs (affiliate = you getting paid for the sale) and which programs are best - How to promote your work, the things you write, and your websites - How to make your own information products to sell - How to become a Youtube video gaming superstar like PewDiePie who makes millions a year - How to get people to sell your products, the best way to sell your product, how to promote your product, and where to sell it - Other creative ways to make money - You'll also get links and information on every resource you need to make this happen, I am not going to leave you in the dark, all my secrets are exposedWhat are you waiting for? Your chances of winning the lottery are slim, download my product today and get to work. It's simple, you click the buy button and follow the steps, in less than 5 minutes you'll have instant access to my guide and you'll be on your way to fixing your life and making money on the Internet like everyone else.To your success,kevin jones