Playing Video Games : Motives, Responses, and Consequences

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Pub. Date: 2006-03-28
Publisher(s): Taylor & Francis
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Summary

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.

Table of Contents

Foreword
Preface
Playing Video Games as Entertainment
Designing the Experience of Interactive Play
The Product
A Brief Biography of Computer Games
The (Computer) Games People Play
Perps, Pimps, and Provocative Clothing: Examining Negative Content
Patterns in Video Games
Massively Multiplayer Online Games
Motivation and Selection
Why People Play Games: An Industry Perspective
Why Play? An Evolutionary Perspective
The Influence of Personality Factors on Computer Game Choice
Effectance, Self-Efficacy, and the Motivation to Play Video Games
What Attracts Children?
Adolescents and the Appeal of Video Games
Selective Exposure to Video Games
Reception and Reaction Processes
A Brief Social History of Game Play
Video Game Uses and Gratifications as Predicators of Use and Game Preference
The Role of Presence in the Experience of Electronic Games
The Role of Music in Video Games
Narrative and Interactivity in Computer Games
Realism, Imagination, and Narrative Video Games
Playing Online
What Went Wrong With The Sims Online: Cultural Learning and Barriers to Identification in a Massively Multiplayer Online Role-Playing Game
Effects and Consequences
What Do We Know About Social and Psychological Effects of Computer Games? A Comprehensive Review of the Current Literature
Aggression and Violence as Effects of Playing Violent Video Games?
A Theoretical Model of the Effects and Consequences of Playing Video Games
What Can We Learn From Playing Interactive Games?
Video Games for Entertainment and Education
Game Playing and Adolescents' Development
Table of Contents provided by Publisher. All Rights Reserved.

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