The video game debate. 2, Revisiting the pyshical, social, and psychological effects of video games / edited by Rachel Kowert and Thorsten Quandt.
Series: Routledge Debates in Digital Media StudiesPublisher: New York, New York ; London : Routledge, [2021]Copyright date: �2021Description: 1 online resource (145 pages)Content type: text Media type: computer Carrier type: online resource001: EBC6371089ISBN: 9781000224245 (e-book)Subject(s): Video games -- History | Video games -- Social aspects | Video games -- Psychological aspectsGenre/Form: Electronic books.Additional physical formats: Print version:: Video game debate. 2, Revisiting the pyshical, social, and psychological effects of video games.DDC classification: 794.8 LOC classification: GV1469.3 | .V534 2021Online resources: Click to ViewItem type | Current library | Collection | Call number | Status | Date due | Barcode | |
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eBooks | MAIN LIBRARY Electronic Books | ONLINE | E-BOOK (Browse shelf(Opens below)) | Available |
Enhanced descriptions from Syndetics:
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.
Description based on print version record.
Electronic reproduction. Ann Arbor, MI : ProQuest, 2018. Available via World Wide Web. Access may be limited to ProQuest affiliated libraries.
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