What's the Problem in Problem Gaming?

What's the Problem in Problem Gaming?
Author: Jessica Enevold
Publisher:
Total Pages: 123
Release: 2018
Genre:
ISBN: 9789187957888

What's the problem in problem gaming? is a valuable contribution to the debates about young people's gaming habits and the highly contested concept of video game addiction. The chapters in the volume provide a number of perspectives on the issue, such as players' life conditions and lifestyle choices, problem gaming from a family perspective, the voices of treatment professionals, and how game design can become problematic. How problem gaming is framed is a highly relevant issue that affects policies surrounding the consumption of videogames. This anthology is a just in time contribution and an essential read for researchers in the field as well as for policymakers, social workers, clinical psychologists, teachers and others who encounter problem.

Gambling Disorder

Gambling Disorder
Author: Andreas Heinz
Publisher: Springer
Total Pages: 318
Release: 2019-01-05
Genre: Medical
ISBN: 3030030601

This book provides an overview of the state of the art in research on and treatment of gambling disorder. As a behavioral addiction, gambling disorder is of increasing relevance to the field of mental health. Research conducted in the last decade has yielded valuable new insights into the characteristics and etiology of gambling disorder, as well as effective treatment strategies. The different chapters of this book present detailed information on the general concept of addiction as applied to gambling, the clinical characteristics, epidemiology and comorbidities of gambling disorder, as well as typical cognitive distortions found in patients with gambling disorder. In addition, the book includes chapters discussing animal models and the genetic and neurobiological underpinnings of the disorder. Further, it is examining treatment options including pharmacological and psychological intervention methods, as well as innovative new treatment approaches. The book also discusses relevant similarities to and differences with substance-related disorders and other behavioral addictions. Lastly, it examines gambling behavior from a cultural perspective, considers possible prevention strategies and outlines future perspectives in the field.

Gaming the Past

Gaming the Past
Author: Jeremiah McCall
Publisher: Routledge
Total Pages: 198
Release: 2013-06-17
Genre: Education
ISBN: 1136832092

Despite the growing number of books designed to radically reconsider the educational value of video games as powerful learning tools, there are very few practical guidelines conveniently available for prospective history and social studies teachers who actually want to use these teaching and learning tools in their classes. As the games and learning field continues to grow in importance, Gaming the Past provides social studies teachers and teacher educators help in implementing this unique and engaging new pedagogy. This book focuses on specific examples to help social studies educators effectively use computer simulation games to teach critical thinking and historical analysis. Chapters cover the core parts of conceiving, planning, designing, and implementing simulation based lessons. Additional topics covered include: Talking to colleagues, administrators, parents, and students about the theoretical and practical educational value of using historical simulation games. Selecting simulation games that are aligned to curricular goals Determining hardware and software requirements, purchasing software, and preparing a learning environment incorporating simulations Planning lessons and implementing instructional strategies Identifying and avoiding common pitfalls Developing activities and assessments for use with simulation games that facilitate the interpretation and creation of established and new media Also included are sample unit and lesson plans and worksheets as well as suggestions for further reading. The book ends with brief profiles of the majority of historical simulation games currently available from commercial vendors and freely on the Internet.

Knowledge Games

Knowledge Games
Author: Karen Schrier
Publisher: JHU Press
Total Pages: 281
Release: 2016-06-15
Genre: Business & Economics
ISBN: 1421419203

Are games the knowledge-producers of the future? Imagine if new knowledge and insights came not just from research centers, think tanks, and universities but also from games, of all things. Video games have been viewed as causing social problems, but what if they actually helped solve them? This question drives Karen Schrier’s Knowledge Games, which seeks to uncover the potentials and pitfalls of using games to make discoveries, solve real-world problems, and better understand our world. For example, so-called knowledge games—such as Foldit, a protein-folding puzzle game, SchoolLife, which crowdsources bullying interventions, and Reverse the Odds, in which mobile game players analyze breast cancer data—are already being used by researchers to gain scientific, psychological, and humanistic insights. Schrier argues that knowledge games are potentially powerful because of their ability to motivate a crowd of problem solvers within a dynamic system while also tapping into the innovative data processing and computational abilities of games. In the near future, Schrier asserts, knowledge games may be created to understand and predict voting behavior, climate concerns, historical perspectives, online harassment, susceptibility to depression, or optimal advertising strategies, among other things. In addition to investigating the intersection of games, problem solving, and crowdsourcing, Schrier examines what happens when knowledge emerges from games and game players rather than scientists, professionals, and researchers. This accessible book also critiques the limits and implications of games and considers how they may redefine what it means to produce knowledge, to play, to educate, and to be a citizen.

Gamestorming

Gamestorming
Author: Dave Gray
Publisher: "O'Reilly Media, Inc."
Total Pages: 290
Release: 2010-07-14
Genre: Business & Economics
ISBN: 1449395902

Great things don't happen in a vacuum. But creating an environment for creative thinking and innovation can be a daunting challenge. How can you make it happen at your company? The answer may surprise you: gamestorming. This book includes more than 80 games to help you break down barriers, communicate better, and generate new ideas, insights, and strategies. The authors have identified tools and techniques from some of the world's most innovative professionals, whose teams collaborate and make great things happen. This book is the result: a unique collection of games that encourage engagement and creativity while bringing more structure and clarity to the workplace. Find out why -- and how -- with Gamestorming. Overcome conflict and increase engagement with team-oriented games Improve collaboration and communication in cross-disciplinary teams with visual-thinking techniques Improve understanding by role-playing customer and user experiences Generate better ideas and more of them, faster than ever before Shorten meetings and make them more productive Simulate and explore complex systems, interactions, and dynamics Identify a problem's root cause, and find the paths that point toward a solution

The Dark Side of Game Play

The Dark Side of Game Play
Author: Torill Elvira Mortensen
Publisher: Routledge
Total Pages: 280
Release: 2015-06-05
Genre: Social Science
ISBN: 131757446X

Games allow players to experiment and play with subject positions, values and moral choice. In game worlds players can take on the role of antagonists; they allow us to play with behaviour that would be offensive, illegal or immoral if it happened outside of the game sphere. While contemporary games have always handled certain problematic topics, such as war, disasters, human decay, post-apocalyptic futures, cruelty and betrayal, lately even the most playful of genres are introducing situations in which players are presented with difficult ethical and moral dilemmas. This volume is an investigation of "dark play" in video games, or game play with controversial themes as well as controversial play behaviour. It covers such questions as: Why do some games stir up political controversies? How do games invite, or even push players towards dark play through their design? Where are the boundaries for what can be presented in a games? Are these boundaries different from other media such as film and books, and if so why? What is the allure of dark play and why do players engage in these practices?

Internet Gaming Disorder

Internet Gaming Disorder
Author: Daniel King
Publisher: Academic Press
Total Pages: 296
Release: 2018-07-18
Genre: Psychology
ISBN: 0128129255

Internet Gaming Disorder: Theory, Assessment, Treatment, and Prevention is an informative and practical introduction to the topics of Internet gaming disorder and problematic gaming. This book provides mental health clinicians with hands-on assessment, prevention, and treatment techniques for clients with problematic gaming behaviors and Internet gaming disorder. It provides an overview of the existing research on epidemiology, risk and protective factors, and discusses the distinct cognitive features that distinguish gaming from gambling and other related activities and disorders. Clinicians will find interest in discussion of the latest developments in cognitive-behavioral approaches to gaming disorder as well as the best structure for clinical interviews. Included in clinical sections are details of the key indicators of harm and impairment associated with problem gaming and how these might present in clinical cases. Internet Gaming Disorder is strongly evidence-based, draws extensively upon the latest international research literature, and provides insights into the likely future developments in this emerging field both in terms of technological development and new research approaches. - Discusses the conceptual basis of Internet gaming disorder as a behavioral addiction - Provides screening approaches for measuring excessive gaming - Details a structured clinical interview approach for assessing gaming disorder - Provides evidence-based clinical strategies for prevention and treatment - Covers cognitive behavioral therapy and harm reduction strategies

Leaving Boyhood Behind

Leaving Boyhood Behind
Author: Jason M. Craig
Publisher: Our Sunday Visitor
Total Pages: 121
Release: 2019-02-08
Genre: Religion
ISBN: 1681922711

What makes a man? This is a question many men in our society today do not feel equipped to answer, because they were never initiated into manhood themselves. They do not know how to pass on authentic manliness to their sons, so boys get stuck in unending adolescence. Everyone suffers from the resulting crisis of male immaturity, and we see its effects everywhere in our society. Leaving Boyhood Behind shows how we can actually do something to address this crisis. Author Jason Craig, cofounder of Fraternus, a Catholic mentoring program for boys, walks through each stage of initiation into manhood, helping readers understand: • What rites of passage are and why they are necessary for men • Christ’s own rites of passage and initiation • What it means for a young man to put away childhood • The importance of belonging vs. isolation in the life of men • The important role both mothers and fathers place in initiation • Discipline and the masculine identity • Living the ultimate rite of passage, and much more “This book is an invaluable resource for all Catholics who care about the intellectual, physical, and spiritual development of the next generation of men.” — Deacon Harold Burke-Sivers, author of Behold the Man: A Catholic Vision of Male Spirituality

Pause and Reset

Pause and Reset
Author: Nancy M. Petry
Publisher: Oxford University Press
Total Pages: 233
Release: 2019-01-07
Genre: Family & Relationships
ISBN: 0190279494

Over 90% of children and adolescents play electronic or computerized games, and 25% play for three hours a day or even longer. Although some degree of video game playing is normal, excessive playing can negatively impact schoolwork, kids' social lives, and even their health. Pause and Reset is aimed at parents concerned about the role of gaming in their children's lives. In this informative, reader-friendly book, addiction expert Dr. Nancy Petry sheds light on what constitutes problematic video gaming and what does not, how to determine whether a child, adolescent or young adult may be "addicted" to gaming or developing problems with it, and when to seek professional help. Setting this book apart from others on the subject, the author also provides accessible explanations of the latest science behind how gaming addiction impacts children, adolescents, and families; she also explores the question of whether gaming may have positive effects in certain situations. Finally, Dr. Petry offers three simple, easy-to-implement steps parents can take to reduce and reverse the harmful effects of gaming: Record, Replace, and Reward. Pause and Reset also provides exercises and worksheets to support parents' efforts to help their kids.

Game Design Deep Dive: Horror

Game Design Deep Dive: Horror
Author: Joshua Bycer
Publisher: CRC Press
Total Pages: 145
Release: 2021-10-07
Genre: Computers
ISBN: 1000451011

The Game Design Deep Dive series examines a specific game system or mechanic over the course of the history of the industry. This entry will examine the history and design of the horror genre and elements in video games. The author analyzes early video game examples, including the differences between survival, action-horror, and psychological horror. Thanks to recent hits like Five Night’s at Freddy’s, Bendy and the Ink Machine, and recent Resident Evil titles, the horror genre has seen a strong resurgence. For this book in the Game Design Deep Dive series, Joshua Bycer will go over the evolution of horror in video games and game design, and what it means to create a terrifying and chilling experience. FEATURES • Written for anyone interested in the horror genre, anyone who wants to understand game design, or anyone simply curious from a historical standpoint • Includes real game examples to highlight the discussed topics and mechanics • Explores the philosophy and aspects of horror that can be applied to any medium • Serves as a perfect companion for someone building their first game or as part of a game design classroom Joshua Bycer is a game design critic with more than eight years of experience critically analyzing game design and the industry itself. In that time, through Game-Wisdom, he has interviewed hundreds of game developers and members of the industry about what it means to design video games. He also strives to raise awareness about the importance of studying game design by giving lectures and presentations. His first book was 20 Essential Games to Study. He continues to work on the Game Design Deep Dive series.